Have you ever noticed that when you have an idea of something to create it sometimes takes a couple of iterations to get it really right? If you look at the process all the artists go through to make an animated film you can really see this. You might see a really rough sketch of a character on a napkin and then several different versions of it in pencil or charcoal or paint or Photoshop. Then you start to see the 3d iterations. Whatever it takes to get the idea from you head out to where others can see your vision, that is what a workflow is to me.
After working on the leaf for the WormGuy scene, I think I might have figured out a way of working to get my ideas out of my head and in a form that I can animate or pose or
whatever. What I learned from doing that leaf was that even after sketching a leaf, once I had made it in ZBrush, I was better able to see what I was going to need to do to make it in Maya. Now, as I’m still perfecting my skills in both, it may still take some time to really get what I want. However, it is sure worth trying out more often.
As to pipelines, these are usually the whole process and programs that a studio uses to create a finished product. It usually includes the modeling program or programs, programs used for texturing, rigging, animating, lighting, rendering and compositing.
I’m still working on what my production pipeline will look like. Right now it’s pretty short. 3DS Max or Maya and that’s it. Whichever program I’m using, I tend to use for everything at the moment. Though I’m looking to add something for texturing. And if I stay with Maya, I may try out Renderman for rendering. If I go back to 3DS Max, I’m not sure what I’ll look at. For ZBrush, I could use KeyShot since I have a version of it as well as the bridge software to go to KeyShot from ZBrush. I haven’t really figured that out yet though.
So that’s a bit about workflows and pipelines. Now back to projects.
After watching “Fantastic Beasts and Where to Find Them” I was inspired to work on the FunkyBird. I’ve made a lot of progress on the wing/arm thing. It’s got finger type things. I’ve got them a little farther than just roughed in. They are almost ready. I think. Though I want to add a bit more detail to them. I’ve used some renders of it as I was working on it all through this post. As you can see, it’s pretty close to being ready.

So, once I’ve finished up the wing I think it will be time to start on the face. I’ll need a beak or maybe more like a bill for the mouth. I’ll have to go back to my sketch to see which it will be. Also, I’ll be ready to start on the eye. Yes, just one eye. The FunkyBird is a bit cyclops like. That’s how things stand with the FunkyBird. I’m motivated to finish up the wing, and a little unsure how to approach the face at the moment, but I’ll get there. I could
let it stew in my brain while I work on the WormGuy scene.
Yep, I think I want to get the WormGuy scene a little farther along. In addition to the card I want to use the WormGuy for I also want to use him on my business card. I think I’ve come up with a basic design to start with. Now I need to get the art work ready.
And the last bit of update news for this week, I’m reviving my techie blog site. If you’ve not encountered it, I mostly cover technical type stuff, like software I’m working with and maybe websites I’m building. I also discuss some of the video games I play and bits about them. If you want to check it out you can find it at: suguayproductions.com/sgp. Just a little heads up. That started as my experimental site and I still use it to try things out sometimes so you never know what you might find there.
And that about covers things for this week. Now if you will excuse me, I’m going to go finish watching the Mister Rogers’ Neighborhood marathon on Twitch. They are showing 886 episodes of Mister Rogers’ Neighborhood. Check it out. www.twitch.tv/misterrogers it supports your local PBS station.
that I could view it in wireframe mode without all the rest of the body. It’s probably there but I couldn’t find it. Why would I want to do that? Well, when viewing everything in wireframe mode there are parts of the wing that are difficult to identify. Because you are looking through everything, you get other parts of the body in there as well and tracing the edges can be more than tedious. I did the best I could and was able to get things cleaned up nicely. I also added some edges (in the style of edge loops) so I could make the wing edge more smooth and rounded instead of squared off.


by either edge or face but a lot of it was just moving points around. Some areas that needed extra geometry didn’t create full loops, or circles so I ended up just adding the edges by hand, choosing where to place the cuts on the existing edges to make the intersecting vertices. They weren’t always the most tidy looking lines which meant I had to go back and adjust their placement after I got the full line made. I also wanted the top and bottom edges of the foot to be a little softer so I tried to adjust those so once the smoothing is applied they look a little more rounded than squared off.

on one of those long leaves. I have tried once to model it in Maya and a bunch of things went wonky on me. This time it struck me to try it in ZBrush. It’s modeling, and more like sketching so I figured it might be worth a try to see if I could model it there and then take it into Maya. I was able to model a leaf of the general shape and layout I want. I am please with the way it came out. Of course, there is always something I want to be better. For now though, I thought it came out pretty good.
polygons and lots of vertices. I couldn’t have done work with it without first trying to thin it out. Instead of trying that in Maya I went back to ZBrush and used the Decimation Master plugin on it. Basically what the tool does is take the count and layout of the polygons and vertices and tries to keep the shape while it decreases the number of polygons, and vertices, by the percentage that you tell it. It took several passes to get the mesh down so that it wasn’t so dense that when you selected it you just saw a mass of green, you could actually see polygons, finally. Of course to get any kind of a good render in Maya with Arnold I had to add some lights and I added a sort of texture. I finally got the lighting so there wasn’t too much glare or wash out. Even with smoothing turned on, with all that decimation, you can see now the mesh is a bit rougher around the edges of the leaf.

I also started on the arm or wing. I’m not entirely sure what it’s going to end up being. But it’s started. I have a lot of shaping to do. I’m not sure if I want it to fan out like that or if I want it more tapered or tapered and fanned. Since my reference sketch doesn’t have any detail for that I will likely just figure it out as I go. Which really isn’t the same in programs like Maya or 3DS Max as it is in something like ZBrush or even Mudbox. Sculpting programs are a lot like sketching in 3D. You can scrape away or add a bit here or there and sort of find the shapes as you go. Maya and 3DS Max and other box modeling type programs take a different approach. So it will be interesting to see how the shape for the arm or wing develops. For now, here’s what I will be starting with.


I’m excited about the idea. I have some thinking to do on how to place things and what I want to happen with the different characteristic parts. This is a start though.