Portfolio Website v.2.0

site_update

I am happy to announce that I have completely revamped my portfolio website! Check it out here! With some help in the design for the website, it took me a couple of days to actually code it up and another couple of days to add the needed content (pictures, descriptions, videos, etc.)

Some new things to the site that were not there before:

  • Sections to highlight not only my rigging work but also my other work, which includes modeling and web design.
  • Navigation between sections is a bit simpler.
  • My blog now has a link and its own section on the front page! I’ll try to keep updating this as often as I can.
  • Updated resume

There are still some things that I would like to update when I have the time as well, particularly getting a new demo reel up there. That will be my next step while I work on my aqua model. 🙂

Phase 1 Cleared: Body Model Complete!

aqua_body_finished

After a couple weeks of working non-stop on Aqua’s body model, it’s finally complete! The next step will be trying to figure how to approach her clothes and her hair. However, even though her body model is done, that doesn’t mean that there aren’t things I would like to fix on it. There are many areas that kind of bother me, and I wanted to go over them briefly as I may change them later. This will kind of be like my post about Aqua’s head.

The biggest struggle with female characters is getting the right form. I had mentioned this when I was writing about why I chose her as my project, and a bit in the post about the head model, but I also want to mention it here. The female form is softer than and often not as angular as the male form. Though in theory this would make it easier, it actually makes things harder. This is because even veering off of these soft shapes a bit will make the character not look feminine and if your character is feminine in features, this causes problems. Everything had to have that soft flow for a character to look feminine. It often takes multiple passes to get it just right, but it’s totally worth the learning experience!

First and foremost I think that the body proportions are okay, but they may have to be adjusted when rigged. The one reason why anime looking characters are sometimes hard to translate directly into 3D is that they have longer legs. This isn’t necessarily bad, but it will take some test weights and pose tests to figure out if her long legs will hinder her at all when she’s in motion. Character definitely do not need to be anatomically the same as an actual human being, but it may take some adjustment in other parts of her body to keep that anime feel, but also give her a wide range of motion. There’s also this kind of back and forth between modeling and rigging, which makes it kind of fun if you do both. You get to see how your decisions in one of the other can affect decisions down the line. It’s always good to keep this in mind because, if you’re working on a team, you want to be clear about what you’re doing and what your co-workers are doing.

Second are Aqua’s hands. As much as I’ve struggled with modeling heads, I also struggle with hands, though hands have more of a measure to them then heads do. The struggle with hands is that I often want to model from reference, and the best reference I have is my own hands. There’s a problem a though. My fingers are a shorter, but when looking at Aqua’s hands in the concept art, they are thin and delicate. So I instead pull from online reference of hands that kind of match hers. The only problem is, with thinner fingers, though they have a delicate look to them, not giving them the right form makes them look skeletal and unappealing. I have to mitigate with that and made them a bit thicker, though I do want to go back and take another pass at them, maybe try to get that delicate form in there. We will also have to see how delicate fingers will perform in the rig because thin fingers tend to have a hard time forming a fist, but that’s for later discussion.

The last thing I’ll touch on is her feet. I have never modeled feet… ever. My first character wore a long dress so I got away with just modeling “paddle feet” which are exactly what they sound like… they look like a paddle. For my Alice in Wonderland model, I didn’t have to model feet because she wore shoes. This was the first time I had to really study feet in order to model something. And let me tell you it was hard. Feet have a very particular shape to them and require a lot of preplanning. I kind of just went for it with her feet, but I would definitely like to do another pass at them, maybe with some better reference of more feminine feet. Something looks off and they don’t have the noticeable plane changes that feet would have. That’s something for later though.

As I mentioned above I will now start looking into hair and clothes. What I’ll likely do first is model the skintight parts of her outfit and then go from there. Please look forward to the next update!

Attempt #1089: Let’s try some digital art!

dongwoo_progress

The magic word here is “try.” I’ve always liked to draw as a kid, but I’ve never been very good at it. Everything has always looked kind of stiff and as years went on and I focused more on coding, I drew less. After meeting some amazing people while taking the UW’s Animation Capstone however, I felt the yearning to start drawing again! It started off not so great, but I’ve learned a lot from my friends that are artists, who have been practicing their craft for years and have taken art courses about concepts that I wasn’t familiar with so they have been really amazing teachers to me!

I took a break this last year from art because I honestly didn’t have the time. I was taking on average two classes at AnimSchool each term and also working forty plus hours so it was difficult to find the time to set aside to practice. Now that things have calmed down considerably though, I thought I would take it up again!

I was also inspired by the musical group that I like to start drawing again. I wanted to make some really nice things for the fan community that I’m a part of, so here’s the current piece I’m working on! It’s of one of the members of the group and so far there are only base colors and a bit of shading on the skin. I’m not happy with it though, so I’ll probably give it another pass soon. I’m a bit apprehensive about doing anything with it though, because I’m afraid I’ll really mess up, but I have to keep telling myself that it’s a part of learning. So, wish me luck!

Did you do something with your face?

head_model_progress

The head of a character has always been something that I struggled with when it came to modeling… and also rigging, but I’ll discuss that later. The reason the face is so hard for me is the anatomy of it all. With the body,a lot of the anatomy can be thought of as bigger shapes, where the curves flow in and out in a certain way but over a bigger distance so it’s easier to control and if something is a little off, it’s not as easy to spot. With a head sculpt, it is the opposite. A small hiccup is very easy to spot and sometimes it takes reworking more than just the small area that isn’t working to get it to look right. Since I don’t have a strong background in art, I never really learned about anatomy either, so a lot of it, particularly at AnimSchool, was learning while I was working on it. However that isn’t terrible! I got to learn the concepts by applying them, which was really helpful!

The difficult thing about heads is the style of it. A more realistic head is a bit easier because you can pull from references online. There is so much reference and it should definitely be something that is referred back to when modeling anything. Reference is important! But there is something a bit harder with stylized heads, in the case of aqua, with the anime style. As a modeler, I have to find a way to make it feel like a head but also have that style in it, something that I’m still working on and will require a lot of practice. A particular thing with the anime style is the shape of the chin. I luck out a bit with Aqua because it’s a more gradual v-shape which is kind of how human faces are (depending on the face of course) but where I struggled with her was the proportions of her chin. In the original art, the distance from her lips to her chin is rather large, which doesn’t look natural when modeled in 3D, though it looks perfectly fine in 2D. So I started modeling her head by following the concept art exactly (far left head) and I started to move away from that shape because it didn’t look natural. After many iterations, I ended up at the head on the far left, which looks more like a human head but still stylized.

Now that I have a head where the proportions are to my liking, I want to play with it a bit. Can I get a chin shape that is similar to the concept art? My current head gives her a much softer and shorter chin. Can I get it closer to the art without her looking like an alien? This is something I’ll be thinking about as I move on.