Week 8

This week I focused on beginning the 3D block-out for Genevieve in Maya. Since I’m new to the software, my main goal was to understand how to use primitive shapes and the move/scale/rotate tools to capture the character’s proportions. Starting from a low-poly base made it easier to tweak the overall silhouette before worrying about details.

One of the first challenges was interpreting the 2D concept into a 3D model. In the production bible, Genevieve’s hat is very wide and droopy, resembling a mushroom cap. When I tested this in 3D, it looked unbalanced from certain angles, so I reduced the brim width slightly while keeping the overall shape to preserve the character’s charm. 

Through this process I started to appreciate the difficulty of translating stylised drawings into workable topology. Communicates the overall shape language of the concept. Even without textures or details, I can already see the contrast between the structured Art Deco forms and the organic mushroom inspiration coming together.

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