Fairytale Ending - Reflective Statement
Reflecting back over this last project I am both proud and disappointed
in myself. I am disappointed because I feel like I fell at the final point as I
got almost everything done but not early enough so that I could completely
focus on the last step, which in this case was animation. (Which is a shame
since I was looking forward to completing an entire scene and trying out new
techniques from James’ animation class.)
This last project has once again fallen completely outside of my comfort zone
in terms of what elements I'm confident in with the pipeline. Each step had its
own unique set of problems, each time you succeed a problem would later arrive
with that, proving to really test my determination in completing the final
parts of my character. But it was these mini successes that meant the most. Adding
the eyeball texture to my model and seeing her blink for the first time (with
her eyelashes following with the mesh) kept me motivated to continue on.
After finishing what felt like the hardest part for me, (modelling) rigging and
skinning proved to be just that little bit harder. But like most of this
project instead of worrying about whether I could do it and putting it off, I
instead tried to jump in at the deep end and get on with it. Luckily with some help
and advice through tutors and peers I was able to achieve what I once would have
thought never really possible for me. My first-year self would not believe what
I have achieved, from having made fairly simple models in first year, to now
creating a walking talking model, is a personal achievement in itself.
Unlike other projects, this project also introduced me to new software with a brand
new, yet slightly familiar interface, Substance Painter. As I was running a
little bit behind on my model and struggling with a few problems with Dorothea’s
rig at the time, I had to miss out on the Substance Painter live tutorials. But
I did not let this stop me. After going through some of the basics with others,
I was able to gather what little knowledge I had and apply it to my model. This
was where I really fell into my element. Before finding out about Substance
Painter, I enjoyed creating textures and brining colour to my models but always
hated having to trial and error each texture to check if the seams were too
obvious. But being able to paint straight onto the model was possibly the highlight
of this project.
After completing my model I then went onto creating the different assets such
as the book and environment, which felt like a breath of fresh air after
working on my character model for so long. This was also one of my first times creating
a 3D environment, in previous projects I had just created 2D set pieces with
basic texturing, so creating an underwater environment was a challenge. However,
it was quite fun to do some organic modelling that was not character based, and
really allowed me to experiment and see what worked.
If I could go back and do things differently I would have probably changed my
project to be a much smaller scale, maybe a short skit rather than full length
musical number. As I think I bit off a lot more than I could chew. I also think
that if I put possibly less detail into my environment I may have had more time
to complete more animation than I did.
Overall, although I did not complete what I had originally intended, I am proud
of how far I have come and how much I have completed. Looking back now I see
where things could have gone better, especially in terms of starting animation.
But I feel I have definitely grown in my confidence of what I can do in Autodesk
Maya.
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