Key Learning Points
Sculpting in Z Brush
Modeling & Sculpting in Maya
Modeling Reference Images
Key Learning Points
New Maya Tools Used
Use of Reference Images to influence Element Modeling
I had fun experimenting with ZBrush, but since it's only really available to me in a few workshops on a separate campus from where I spend the majority of my university time and given that it was my first time using its slightly overwhelming interface, combined with adjusting to working in a new style I wasn’t really able to explore it beyond the tutorial sessions. However, I still consider this experience valuable in gaining a better understanding of the workflow of 3D artists I may work with in the future.
I instead decided for the sake of the assignment to model my character in Maya.
With prior experience in modeling using 3dsMax and some familiarity with Maya, I chose to create my character primarily in Maya. I began by box modeling the general shape to match my reference image, then explored and experimented with Maya’s modeling toolset. After applying a sufficient amount of subdivision, the process became relatively rewarding, although at times it felt a bit limited, likely due to my limited current understanding and skill level with the tools.
Having spent a fair number of hours in 3dsMax, I had a rough idea of the kind of functionality I expected to achieve in Maya. By combining that background with the capabilities of ChatGPT's latest model and its ability to help me search for solutions online, I was able to ask the right questions and figure out how to replicate similar results in Maya.
In addition to using Maya’s sculpting features, particularly the Relax tool, which was extremely helpful for evenly distributing topology, I also had the opportunity to explore a few new tools. These included the Curves > Bezier Curves and Deform > Curve Warp tools for creating the chain, as well as the Mesh Tools > Slide Edge Tool and the Transform Constraint settings under Tool Settings. All of these tools were incredibly useful for editing topology more efficiently.
Beyond my moodboard and turnaround, I knew I struggled with fully conceptualising a 2D design until I could see it in three dimensions. Because of this, I chose to use my turnaround primarily as a silhouette and general guide, something I’ve typically done in the past. I then waited to refine the finer details as the model began to take shape in 3D, which is a process I find myself much more comfortable and adaptable with.
As shown below, while I had a rough idea of what I wanted to achieve for each aspect of the design, I approached each component of the body by doing additional research to find styles and references that inspired me. I then modelled toward achieving those visual goals. I find this approach far more intuitive than trying to work strictly from a 2D reference image.
An important aspect of the leg design was finding a balance between creating zoologically appropriate and fitting legs, while also adapting the bird walk cycle to work with a HumanIK setup. Specifically, this meant inverting the natural bird leg movement, where what appears to be the "knee" is actually the ankle, so that the knees bend in the opposite direction, as they would in a human rig.
To explore a suitable solution, I studied various animation cycles from Chicken Run and other stylised bird characters. Based on this research, I redesigned my character’s legs and feet to better follow those motion curves while aiming to avoid clipping (hopefully). I still need to test everything after rigging, but I’m optimistic that the leg proportions and foot size should work well.
I liked the stylised, cartoonish approach of using wing feathers as hands, so I tried to incorporate that into my design as attempting to deliver the topology and structure that was required by the unit to demonstrate a good understanding of edge flow of animation in hands.
https://worldbuilding.stackexchange.com/questions/49204/using-feathers-as-fingers
My aim was to find elements that suited the style I was going for and would help add more character to my model. I found that stylised characters from Chicken Run and various Disney films offered the right kind of inspiration, although they weren’t exactly what I had in mind, they pointed me in the right direction.