Sunday 31 May 2015

Tortoise - update


Work continues on my tortoise character.  The shell is taking shape, although at present he looks more like a hamburger.

On a related note, I dusted off one of my old pictures and posted it on Instagram this evening.  I've recently taken to posting a lot of pictures - photos and sketches - on there, and have been getting a lot of positive responses from people.  The problem with Instagram is that every picture uploaded on there has to be square, so I'm having to produce two versions of every picture to accomodate that.

My Instagram gallery is located at: https://instagram.com/simonf1972/


Friday 22 May 2015

Tortoise


I've come up against an interesting challenge recently.  I've been modelling a tortoise character in Wings 3D and have arrived at a crossroads - should I settle for giving the character a modeled half shell on his back and then use a texture to suggest the other part of the shell on his belly, or should I model the entire shell on both sides?  The latter option would certainly make him look more tortoise-like.  However, in looking at real tortoises, I see that the construction of their shells curves very snugly around their legs, which works fine with a quadrupedal creature whose limbs are all for walking on and are all pointing at the ground.  When you try and apply the same shell design to a bipedal creature with arms and legs, it doesn't fit - it is too restrictive.  Particularly with a 3d character who is to be rigged in a 3d program, and who you want to be as flexible as possible.
In desperation, I've turned to the design of the Teenage Mutant Ninja Turtles, and have realised that, rather than having full turtle shells, they are sandwiches: each one has a shell on his back and a sort of orange breastplate on his front.  In between, there is a dark green area that allows free movement of each character's arms and legs.  It is a very sensible design, and one that I couldn't appreciate until I tried designing a similar character myself.


Wednesday 13 May 2015

Back to the 3rd dimension

I have recently (as in a few weeks ago) had a workplace accident and broken my left wrist and right ankle.  As bad as this is, it could have been a lot worse, as I am still free to use my good hand (my right) to continue with my creative pursuits while housebound.
A lot of my recovery time has been spent working on my 3d figures, making improvements to the geometry and re-doing the texture maps on the characters to make them more user-friendly.  A chap that I met online has been attempting to rig my figures, with a view to us selling them together on the Renderosity website.  In the process of rigging them, he has come across issues with the models and provided some valuable feedback, things that I wouldn't have known to improve on my own.
I thought I was done with 3d.  Having embraced traditional media again, and fallen back in love with pencil sketching, I put my old 3d models online with a "help yourself" notice, only for this fellow from the States to get in touch and draw me back in again.  And suddenly this accident happens and I have almost unlimited time to work on my characters.  It's a funny old world.
However, every gift from God comes wrapped in a problem, as a mate of mine from Yorkshire once said.  The guy who's been rigging my characters has got tendonitis, which affects both of his hands.  Last night he emailed to say that he'd been unable to do anything over the last five days because of the state of his hands.  This leaves me wondering what's going to happen if his health doesn't improve.