Thursday, 25 June 2009

3D animation reflecting upon work

3D animation reflecting upon work

My original intentions for my 3D animation work were for my animation work to be of an acceptable standard, and to successfully apply sufficient techniques to achieve this work standard.

For example in the ball going downstairs animation, to apply my skills in key framing and using simple modelling in order to create this animation, this animation in particular however took very little planning, this animation was done as a group task, so the animation I created is to the same standards and in some ways identical as other peoples.

As for my modelling techniques, I wanted to be able to confidently model detailed characters and scenery, using techniques such as texture mapping and polygon modification, my first attempt at character modelling was thingymagic.max , which was a character not of my own design which in a similar fashion to the ballgoingthethestairs.max animation was done by the rest of the group, I believe that I completed this model successfully, and applied some simple yet effective techniques to create a model to a adequate standard.

Another model of mine was supershotgunman.max, which was a character made to made own design and modelled myself, this model was not created in lesson and was done in my own free time, which allowed me to create it to a higher standard than thingymagic.max.

For the designing of this model I created some simple concept art in the form of some pencil drawings, and also a drawing which contained a front and side view which I used to create a T-pose of my character.

Before in some of my previous character designs I failed to line up the characters proportions correctly, making it incredibly difficult to create when in 3D max, meaning that I had to go back and re draw the t-pose in order to create my character.

When creating this character in particular I gained a lot of ability through modelling, and designing meaning this character had a much higher polygon count, and in general looked a lot less blocky and a lot more lifelike.

One thing I would like to comment on is the aesthetic style of my work, I would have to say that technical aspects aside my work looks rather dull, I took no care in making any of it look pleasing, and I generally have dull colours, and boring character designs.

Despite this I did follow the principles of animation and my animations do look realistic, and smooth.

If I was to redo all of my work I would take a lot of precisions and take more time in designing, one problem I had when doing a lot of my work was my general lack of direction in the creation, which had further problems later on, for example with the supershotgunman.max model I had a lot of trouble with rigging due to its slightly irregular and ill design.

Also I would apply I lot of the skills I have learnt such as adding more detailed textures, and having a higher polygon overall, some of my models which appeared slightly blocky would have more polygons and would therefore appear smoother and generally more lifelike.

With the subject of time management and deadlines I would have to say I have not been the best, I had problems managing my time due to poor management, and I believe I missed a lot of my deadlines, this would be a thing to improve upon, and I have learnt a lot about keeping to deadlines throughout the course of my work, and would if I was to redo it work to a quicker pace when a deadline is arriving in order to reach it.


Overall I have mixed feelings about my work in general, while I am pleased with the standard of some of my work; I believe I could have done a lot better with a lot of it, often making silly mistakes early on which resulted in substandard models, which would be to standard if I had taken more care in design early on



No comments:

Post a Comment