This one we got the prompt “race to the finish” or something like that.
Learning to animate and model in Maya.
This one we got the prompt “race to the finish” or something like that.
rendered the 2 hour animation after time was already up, this is the result.
made in 2 hours solo, materials were done last second so thats why they are so poor, may render out and reupload.
So today I began building a Death/Reaper character, and its not going as smoothly as i would have hoped. The model looks extremely plain, and while i already have ideas for modeling and texturing it to fix this I am worried I may have to change fundamental stuff about it which may be even more annoying than just remodeling it from scratch with a drawing as a reference. I will probably just stick with this model after adjusting it enough though.
Once I got home I spent some extra time working on the eyes of the “Dave” character, as I decided that I need to go all out on this animation if I want a chance at improving my skills and possibly getting a decent place. I ran into some annoying troubles but mostly I am now working on the fine details of it, and once it is complete I will begin working on either the mouth or the nose. I still will likely not add any hair but it is always a possibility, I will need to decide on that once I see the finished face.
Reaper model currently-

Here are the three versions of the eyes that I am deciding between now
5.1- alien looking
5.2- shrunk to be more human looking
5.3- additional adjustments to 5.2
UPDATE: I decided these will likely be the base of my final eyes, still needs some editing though. This came from my girlfriends suggestion that the eyes were too small, so i edited my 5.3 eyes to be bigger.

So the power went out in my class today. Wouldn’t be much of a setback if I hadn’t been working on the hands of my model for nearly an hour and a half at the time or if I had remembered to save every now and then, or if the computers were able to function earlier than almost an hour after the initial power outage. But hey, lesson relearned, I guess.
Anyways I did end up remaking the hands at home and I am satisfied enough with them to move onto other parts of the character now. I fixed and adjusted a few things, such as extending outwards parts like the butt, adjusting the sides of the torso a bit more, and editing the jaw a bit. I’m now looking into what I would like to do with the face, as I initially wanted a simple model but got a bit more carried away when I started working on the head. I still feel that I haven’t had enough experience with deformers or any experience with facial rigs so I would like to keep the mouth and nose gone from the face for this animation. For eyes I am unsure as to whether I would want to make oval eyes, such as the ones in the pictures, which would be easier to exaggerate in the animation but possibly will look silly, or if I should add indentions as the eyes/eye sockets which would possibly be creepy and would be weirder to animate, but could still be simple with deformers, or if I would want to try to make more realistic eyes, which would probably just make this look like an actual monster and would be weird to animate in such a short timespan. I will probably decide on that during class tomorrow.
I added shoes that more resemble short boots, and tried to make them a mix of simple and nice looking because of the fact that there is going to be a close up shot of them at the end of the animation. I am wondering if the fact that they are shoes is going to mess with my rigging, but I feel like it should be fine.
At this point it looks like the main remaining steps for this model is deciding on a face (and then adding what is needed for said face/facial animations), possibly editing the pants a bit more, adjusting the proportions, and then moving on to texturing and rigging. I plan on making the textures on my own seeing as how this is a SkillsUSA competition and I would feel wrong using another persons stuff, but I am concerned about it due to my lack of texturing skills and the mix of cartoony and realistic that my model is, but I feel that once I test 3 or 4 textures it will be clear what style will work best with the model.
*The lights in some of the pictures are just for fun. This is not the final model











Calm face-
Startled face-
Not denoised tpose-
Denoised tpose-
bright tpose
I mainly worked on the head so far today, and I am mainly trying to give the person a realistically shaped head to go along with the body. I dont plan on adding many features at all, and I may honestly edit it later on to be more cartoonish or only use this for a Still i have been considering, but I think I am making good progress on the jaw shape and back of the neck.
I also worked on fixing some of the body proportions so that he isnt too wide, but I will have to adjust it more later.
Also the blocks along the arms and legs were used to determine generally where I want my knees and elbows, they wont be a part of the model.





We are starting to work on our Skills Projects, and I decided to do an animation. I am going to be working solo on it. I worked out the Storyboard over the past few days and am now working on the modeling, and have started with the person model as I may end up using his body as a base for the death figure, or at least end up transferring some attributes over from him to death.




I got a snuggie
Learned about some nParticles things. Most of it was just learning how nParticles works, and how it interacts with Fields/Solvers and nCloth.
Finished modeling Watchog, not really super impressed with what it turned out to be but The face was kinda just thrown together and I neglected the back because I needed to get it done quickly, its generally what I meant to make but because of the way I tried to extrude the limbs it didn’t go perfectly to plan. Might eventually rig, texture, and clean it up, but I got the general model down at least.




