Friday, September 28, 2018

Week 4 (Tina Zuo)



Week 04_LizzieKelly






Week 04 Sherlock Lin




Week 4 Joey Kim (props)


Week_04_Owen Thaung



Week_03_Owen Thaung


Week 4 Homework Tori Capo



Kallas Week 4 HW



Week4_ Prop_ Thumbnails_ and_ character_ line_ redesign_TylerWheeler



Rebecca Longcop Week 04


Week 04 Brandon Lim





Ashley Guerrero (week 4)




Kelvin Tan - Week 04





Arra Han, Week 4



Cassie Crawford - WK 04




Notes on Turnarounds PLUS Homework for WEEK 5

Hey all!

First off Week 5's homework will be:

  •  Do turnarounds of your character Front, Side, and Back
  • Choose one prop thumbnail to finish and do a rough 3/4 View 



Here are some of the old notes from last term with some advice on doing turnarounds

For the turnarounds you want to make sure the detail line up correctly. To get an accurate drawing, use the initial drawing as a basis for the front view. REMEMBER TO DRAW OUT THE BASE FORMS. Once you have the front view established you can use that as a basis for the back and side view through the use of lines to find landmark areas of the drawing to help ground yourself.

One thing to note is that since your 3/4 view will have more usage of perspective, you want to keep that in mind otherwise the turnaround might get off model. This is why DRAWING OUT THE BASE FORMS can really help reinforce the turn in the turnaround. Once that's solved think of how that shape would look in a flat front view perspective. After that, all you need to do is apply a grid to get a quick turnaround.



Even for a creature, if you have a good understanding of your forms, you can draw it in any angle


Here's a few of examples of turnarounds:


For the turnarounds it helps to understand the forms that make up the design, even if it's for animation, a good understanding of form can help if you want to try a more challenging pose to turnaround. 

Hope that helped, good luck and have fun! 

Poe and Paul








Machinery and Robot Design Notes

Hey all!

For those of you doing more mechanical designs, here's a few notes on how to improve you mech designs!

A main thing about machinery is to understand it's functionality and to answer a few, very key, questions:
What it it's main function? How does it move to do that function? What is the extent of it's movement?

To answer those questions, one must understand how the joints of the machine are placed and how the paneling and think about the outer shells would either hinder or streamline it's movement.

Our suggestion on getting better at mechs and machines would be to study study study on how the joints would function and where exactly to place them. Below is a few examples on how to study and understand the range of motion as well as using what you know to create a design.


It's not even just standard machines as mammalian bones can equate to similar joints, for creating a human mechanical character, one must exchange the human joints with a mechanical substitute that has a similar range of motion.

Note that in the studies above, there are mechanical parallels for what's shown below
Here's an example on how to take the idea of joints and transplant them onto a design:


Again hope that helped! Happy Designing! :D


Drawovers and Notes


Hey all!
Here's some drawovers we did for you guys. We'll go over them during class.

Brandon
 Tina
 Tyler

Here's some notes for:
CLOTH

GESTURE

SHAPES

VEHICLES