Crystal Gatherer Report | Page 9

Character/Creature Design During the early stages of the storyboard, I collaborated with Dina to help me with the concept art of the bear and the girl. Thankfully, she was available to provide me some good artwork. Once I had provided her the brief with resource materials from the net as inspiration, she got back to me with a good piece and I could see my characters better. (Fig. 5) It was then that I started to sculpt the rigs of the bear that Reece had given to me. But I was worried that it would take so much of my time as this was the biggest project I had ever done and I was not supposed to do any sculpting and rigging. Yet, the bear that Reece had provided to me did not look exactly how I wanted it to. One thing I learned from this process was that I should never parent a mesh to a control of a rig as it would fly off the screen; I should bind them. (Fig. 6) Realising that it was going to take a long time, I stressed a lot about when I was going to start the animation. When Sanjay has told me to use just one character and I decided to use the bird, I stopped the process of binding the shoulder plate to the bear. The bear never made it to the final cut and neither did the other rigs, only the bird and the girl did. Looking at Dina’s work of the girl, I was sure that I could not model, rig and animate her at the given time I had left. Looking for a good rig online, I found Josh Sobel’s Kayla rig (Sobel, Josh, Kayla Rigs, 2012-2015) and asked Peppe to provide it to me as I remembered him using it for the second term of the second year when we did our Character Performance with Mike. From that moment on, I started to do concept artwork of myself to test my skills and was able to change the colour of the shader on the faces of her model in Maya. 9