Monday, last week, I woke up with a new perspective on some things and ready to tackle other things and make real progress. I also woke up with a raging sore throat. And the progress train pretty much went off the rails from there. I even spent one evening staring at a blank television because I was too wiped to bother to turn it on. Fortunately, whatever tackled me seems to be fast moving and I’m on the mend. Though I have been warned the cough may try to hang on for a while.
This week I’m going to try to find some of those ideas and the enthusiasm that I started last week with and see if I can get this train back on track. I’m not sure how that’s going to go. Still. I’m gonna give it a try.
And I did get started, a little. I spent a little time adding the lower leg to the Funky Bird. I wanted to get the whole foot added in but I got tired and decided I was better off getting some sleep. So the foot still needs to be done. I want to do the foot because it is going to influence the shape of the boots the Bird will be wearing. Ah, yes, the Bird will be wearing some sort of clothes. Remember the sketch and the fuzzy collar? Once I get the foot, and maybe the boot, done then I’ll work on the arm. I’m leaving the face to last mostly because I’m afraid I’ve not got enough polygons to work with and I’m not ready to deal with that
yet. For now, here’s how the Funky Bird is coming along.

It has occurred to me that now that the Worm Guy is done it’s time to build the environment for him to sit in for the cheery card that he’s meant for. That doesn’t mean I’ve started it yet. I haven’t really. I did do a bit of testing out a way to make a leaf and that didn’t quite work out as I wanted so I didn’t keep the work. But I got some information from it and that’s the important part. I have been considering my options for creating the foliage that I want and I think I’m going to do it the “hard” way. There is a way I might have been able to do that could maybe be easier, that I haven’t tried before so I don’t really know how to do it and if I do it and it works, it may not actually work for the scene I’m building. So, the hard way, I’m going to model it all. I probably need to get to work on that.
Of course there are lots of things I need to get to work on. The challenge is figuring out what to do next. Some days I’m so excited to work on things and I want so badly to work on three or four things and I’m just busting at the seems and I get nothing done. I feel like a lawn hose that the water is turned on full blast and there is this massive crimp in the hose so there’s barely a trickle coming out the nozzle.
Ah well, at least I have a full week off from the day job at the end of this month. I can look forward to a little time that I can dedicate to un-crimping that hose and preparing for my Black Belt test for Taekwondo. Which is also coming up the end of this month. From now to then I’m going to do what I can to get the Funky Bird farther along, start on the scene for the Worm Guy, and do some work in ZBrush. At least that’s the plan. As always, check back to find out how things worked out.
character. I have previously tried to create a Squid in ZBrush and as I was doing it I discovered that I started too small and didn’t have the room to create the mouth or beak that is in the middle of all the tentacles. The video I was watching was doing a lot of moving a mouth around to open it and hollow it out and reshape it and so on. It’s a technique I’ve read about, and then tried to implement, and I’ve probably even seen it
The squid head then led me to messing around in my sketchbook and I came up with Squiddy. Don’t let Squiddy’s slouchy posture and apparent delinquent attitude fool you. Squiddy is extremely intelligent, did well in school and all of that. Squiddy just can’t be bothered to explain it all to you. I’m thinking this sketch will be my model going forward on the Squid sculpt. We’ll see. Though, it is a design I would like to be able to rig for animating. Who knows, maybe I’ll get that figured out.
I didn’t sketch the lower part of the FunkyBird originally so when working on that part, I’m really making it up as I go. Which is fine but it can make it slower to make progress. I’ve got a better idea of what I want to do there now so with enough effort, I could start to make good progress.
as Maya calls them, for the rig for the Worm Guy. And then I had to try to setup the IK handle and so it went. The thing about the Worm Guy, at least this incarnation of him, is that all I really want to do with him is to bend his body. I didn’t want to model him in pose because then I’m stuck with that pose if I want to use the character again, or I have to model it again, or I have to do a lot of work to change the pose. If I rig the character, even a little, then I can do more with it later.
Creating the joints wasn’t too bad. It didn’t make much sense to me at first and I think it will take some getting used to compared to 3DS Max. I managed to figure it out. Adding the IK handle which creates the constraint for how all the joints flow was a little tricky. When I first created it, and then tried moving it, the thing had him bending in on his belly, like doubled over laughing. Which would have been fine if that’s what I wanted. But it wasn’t. I tried a couple of things to get it to work and it wasn’t happening. I finally decided to just rotate the Worm Guy 180 degrees and then apply the IK to the joints and it worked.
That took a couple of tries. Then it was time to figure out how to weight the joints to the skin and make everything look reasonably right when I started bending him. The first try was a mess. The second try took some work and I had it. I thought I was all good and then I deleted the history and lost all the weight settings. Ugh. Third time was the charm and I managed to not take quite as long as I did on either of the previous tries. I might like weight painting in 3DS Max better.
Twice this weekend I sat down to work on rigging the Worm Guy. The first time I got side tracked with the materials. I wasn’t too excited about the way the colors and materials came out when I rendered them initially. He looks too much like Ironman. Don’t get me wrong. I like Ironman. I just wasn’t going for that look on my Worm Guy. So I fiddled with the materials some and kept trying to get closer to the cartoon like look that I had in mind. That took some real work. Arnold didn’t want to do things the way I wanted to do them. I finally got some things figured out, like to use the color correction, or even to save as an .exr file. I figured out something else when I did the renders for the posed version of the Worm Guy. For that I used Maya’s render window and set it to use the Arnold renderer instead of what I had been doing which was using the Arnold Viewport. This got me what I was expecting. Finally.
renders so you can see some of the difference and here he is, the Worm Guy, rendered in his final pose. At least for now.
can set the smoothing to happen at render time so you can save on your poly count? I was working on the Funky Bird and decided to test that. Normally, I will smooth the model before I do a test render to see the work as I’m going along. I had done that and saved it. Then I turned off the smooth, rendered with Arnold where I had set up my smoothing. Sure enough. I had to take a screen shot so you could see. Pretty cool stuff.

colored walls and I found out last summer that it doesn’t cover easily. Now, that color

trying to get that a little more the way I want. At some point when I saved out a work in progress render I got distracted and started playing with the Arnold Render Viewport and all the settings there. I was right about it needing lights. The Arnold renderer doesn’t seem to like to work with the default lights. So I spent a lot of time fussing with getting some lights that are bright enough and show things off nicely. I also played with the smoothing at render time option. That I like. As far as any other work on the bird, I started adding a leg. The way the leg comes down off the lower torso is going to be pretty defining for the look of the character so I think I want to get it in pretty quick. It will also help with placing the arms when I get to that point. Here are a few renders of it so far.
