Back to photostream

Critical analysis

Critical analysis

 

The entire project as been fun but challenging. Various issues through out the project continued to arise such as twisting of the polygons when the Maya file was opened up and paints weight continuously influencing areas that I though had been removed.

 

The mesh took the most time to make due to the continuous twisted polygons problem when opening Maya and by week 6 I decided to start again because the problem would not go away at all and this resulted in 2 weeks lost of work.. The character when finished looked cartoonish and didn’t seem to fit what I imagined he would look like.

 

The texturing of the character was kept simple as the character. All the textures were made in Photoshop and imported into Maya and mapped on to the character. The rigging was tough as I had to continuous adjust the axis points so the bones would move naturally and bend in the right direction. The movement of the rig is limited as he can moves his arms freely round his sides but when it comes to touching his head which I intended him to do it wasn’t possible as the arm would bend in awkward angle and not look like natural movement.

 

The animation overall leaves a lot to desire as the character moves very robotic and feels a stiff at times. The head movement doesn’t really feel like he’s human and more like a robot. I blame this problem squarely at the rig I made as I build with out thinking bout the movement of the arms and ended restricting his entire movement. The lip synch is probably the only thing I feel I got right to a point but I didn’t have enough blend shapes for other possible expressions

161 views
0 faves
0 comments
Uploaded on November 26, 2010
Taken on November 26, 2010