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Chinese Dragons - Character Design Tutorial - 1
Chinese Dragons - Character Design Tutorial - 1
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Before starting to design any character (or indeed any object), you
should break it down into these shapes, and be sure of their
proportions.
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If he had left all the cutout outlines at the same intensity and color,
they would look too forced. So Bouguereau blurred the cutouts by
shading in some parts and blending away the harsh edges so that
they are less visible to the eye. The end result? A balanced,
beautiful image.
By using this same type of analysis, you can also design better
shapes. I′ll illustrate further with some designs I sketched out for a
dragon animation.
production.
Usually I create another color sketch after I finish a design, but this
animation was an exception because I already knew what I needed
to do. But, in teamwork everyone must understand every aspect of
a design, so lots of color sketches are always crucial.
MOD ELI NG
top view. The top view is important to check if your model has
depth, and is key to avoid that flat face so often created by
inexperienced modelers.
Also, good models must have their lines laid out following the
direction of the bones. Although it can be difficult considering
bones at the same time as sculpting a shape, this technique will
always pay off at the setup and binding steps. No matter how
complicated a model might be, this principle cannot be ignored.
Oftentimes I see models on the Web where the shapes are done well,
but the lines are laid out very badly, resulting in poor animations.
For complicated models with a lot of repetition, you will need a tool
to process your work in batches, and Maya MEL code gives you
this option. I use the following little script as a wrapper to iterate
through a list of objects:
{ ........................ }
AN I MATI NG
Maya's animating tools let you achieve almost any effect you want.
I used other CG software in the past, but their animating tools were
never complete so I always had to scramble to complete a task. I
even had to stick plastic transparencies to my computer monitor to
compare my 2D drawings with the bones I was trying to set out!
In this image the red up arrows show the crest of the wave, and the
down arrows show the trough of the wave. This wave action
represents how a motion or force will travel. Furthermore, a moving
character will often mimic this wave motion. Getting the tempo of
this wave motion just right is the true test of the artist's discipline.
Animators like to use IK, but many don't realize how important it is
to create this wave-like motion from one frame to the next. And this
motion applies not only to body animation, but can be extended to
facial expressions as well. Techniques like turning Maya's ghosting
on really help to see this flow and get it correct.
TEXT UR IN G
When drawing a bump map, you should draw not only the "craters"
(those areas on the bump maps that are recessed), but also the
corresponding "bumps." Both are necessary to create a realistic
look.
Although a texture may seem weak when you first apply it, it can
create an entire effect once the model is lit.
On the second copy of the portrait, I've circled areas that are
grayer. By making some colors grayer, you can bring out other
colors more, resulting in a more vibrant portrait overall. You can
also use this same type of contrast for textures.
Another tip for faces: place some lights to add a more complex
colored effect. These lights should be in colors opposite of the color
of skin on the color spectrum. That is, if the skin has a reddish
tinge, use "cold" (blue or green) lights to filter out the excess red
and to highlight the colors of the blood vessels.
I did not use complex textures and models for the images above,
choosing instead to use spheres so that you could see the basic
lighting principle at play. If possible, you should collect the light and
color information projected onto the object into a separate layer, so
that you can compare the colors later on by hiding and showing
layers.
Fi le s do wn loa d
[An on ymo u s]p rak ash ( 2 0 07 -0 7-2 9 1 9:0 0:3 3 ) [Po st C omm en ts]
Fantastic Photoes
[An on ymo u s]Mu kul ( 2 0 07 -0 5-1 2 0 5:3 7:2 9 ) [Po st C omm en ts]
Fantastic tut!. I'm just learning the basics and I found this really
useful!
maya 2
[An on ymo u s]j a na kc2 ( 2 0 07 -0 4-2 7 2 0:1 1:0 3 ) [Po st C omm en ts]
maya
janaka
janaka
Nyampah Chiii.....
Nakleng....
Tai Chi....
Kleng.....
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