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The following
images are some early renders of Tooky with his texture applied.
The model is built from polygons. The low poly model is used when
animating to give fast feedback in the viewport, and is then sub-divided
to give a much smoother surface mesh when it comes to rendering
him.
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I wanted to
give him a water colour painting look, which I think is getting
there. At the moment I have no bump or specular map applied to the
model, which is why he looks quite flat.
There is also
some stretching of the texture at the sides. This is more to do
with the way I created the image in the first place than bad texturing.
In trying to create wild water colour strokes, the brush's placement
has given an exagerated impression of stretching, I'll remedy this
next week.
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Tooky will have
a number of ways of moving. When stationary, he is flat footed,
when running he rises onto his toes so that his legs can cover more
distance. His belly wobbles, as does his 'berry' antennae, and he
can move his bum into many extreme poses.
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To aid in selecting
different body parts, I have created a synoptic view in XSI to get
quickly to the parts of his skeleton that need to be manipulated.
His facial expression
are controlled using sliders, which are connected to a number of
shape targets in the scene. This allows the animator to quickly
pull tooky into a variety of poses that he or she is after. Everything
from blinking and pupil size to nose wiggle can be altered from
this window.
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