Tag: Modeling
The task of converting the set of modelsheets drawn by Daniel Fu to 3D character models is a pretty tricky one. It requires a definite artistic sense of form in 3D, the ability to follow an inexact pattern, and of course, a great deal of skill with Blender. In addition to modeling the basic form represented by the modelsheets, the modeler also has to create a range of “shape keys” to represent different facial expressions. This is how we generally animate facial expressions. Blender does a kind of “morph” from the neutral position to one or more extreme points of facial expression (this is different from how we animate arm and leg motions, which are based on skeletal deformations of the character mesh).
Over the course of 2012, we had a total of over 30 people work on Lunatics! But there was still a lot to do in 2013. We got a huge boost from mechanical modeler Chris Kuhn joining the team this Summer: Lead Mech Modeler: Chris Kuhn
Although we didn’t quite succeed with our attempt to fund the voice recording on “No Children in Space” and “Earth”, we were able to proceed slowly anyway, and completed a basic animatic for “No Children in Space”, with voices and soundtrack. We’ve also, since then, been joined by mech modeler Chris Kuhn and new character modeler Bela Szabo, who are already working on models to finish production of “No Children in Space”.
There are a lot of exterior space shot in the 2nd half of the pilot episode, and I decided it would actually be easier to do rough animatics of these in Blender than to sketch them all — and it will certainly look better. So this week I’m doing a lot of quick renderings in Blender. So far it’s going pretty well, although am still a little behind where I hoped I’d be. There’s still a good chance I can get the animatic finished this weekend if “real life” doesn’t get in the way too much!