This Critical Review is where I review and reflect on my work. This page allows me to examine my work critically and discuss my strengths and weaknesses followed by improvements. Additionally, I will discuss my reflections on what I did or could have done to perfect my project work. Also, I will compare my latest works to others from previous years. This report will show the several differences in between.

This will allow me to review and examine them both followed by an evaluation of my skills and improvements in my work.

Modelling Element

I have developed the skills to successfully create a monster character. Because of this major decision, I have an experience with ZBrush in modelling and texturing, as I completed several useful tutorials based on this software during my course. The only downside about this software is that using a computer mouse to procedure with ZBrush can be extreme difficult sometimes. This is where a drawing tablet is useful for this kind of purpose although it is extremely expensive to purchase.

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Furthermore, I created my first character with human figure on ZBrush during the first year so I used this experience to boost my modelling development quicker. I needed this reference to help my development because I planned to create another human figure. Also, this helped me to improve my modelling skills. When this work is completed, I will compare this to characters I created before on ZBrush and Maya. I will explain what I manage to achieve with my modelling skills the differences between the human models that you created in year 1 compared to year 3 are that I become more familiar with the structure of the human body. In addition, I become more familiar with ZBrush and Maya in various tools. Also, I am now able to create extreme details on my human character such as eye sockets and nails.

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This character development is a good practice because this had improved my modelling experience. It took me weeks to complete and I paid great attention to detail by adding marks to my character model. Also, I applied several improvements to my character to make it look more natural and terrifying, for example I transformed the monster’s belly to push forward so that the back appears to be curve and shoulders were modelled to appear muscular. In addition, I consulted with my tutor and apply enhancements to the character. Afterwards I had a quick discussion with Al and then I went on and applied improvements on my character from Al’s suggestions. This showed that it is important to ask for feedback on your work so that you can use them to modify your work and make it better. In addition, I was quite pleased with the result although I could improve my character’s scales by adding more details to them but this would take up to several weeks to complete it. I compared my old model to the newest one to review and show the differences between these two same characters. Most changes were on the new character compared to the old one, for example, my character’s head width increased, expanded eye socket and transformed the waist forward. This experience helped me to design a human model better. Hopefully I will not repeat same mistakes in the future.

I compared my old models to the newest one to review and show the differences between these two characters. Most changes were on the new character compared to the old one, for example, my character’s head width increased, expanded eye socket into more natural raptor look and moved waist forward to look like a normal human being. Now that I learned these improvements and hopefully I will not repeat same mistakes in the future.

I am able to manipulate the quality of details according to the number of polygons I made a minor mistake on ZBrush where I added an unnecessary number of polygons to my character which caused computers to perform slowly. Because of this decision, I planned to make my character have extremely high quality detail. Luckily this was fixed on ZBrush when I reduced the polygons as low as possible but also ensured that my model provides excellent details as well. This took many attempts to receive enough numbers that can provide superior quality.

Now, I have developed observational skills to spot errors, I double checked my character and fixed problems that causes my character to look incorrect, for example fingers on my character looked out of length when compared to the opposite one and limb bones were at the wrong place on legs so I needed to transform them further up so that this can look normal. I made a huge improvement to my character’s head such as bones above eyes expanded further and I added more details to the face such as eye sockets.

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If I have an opportunity to improve my character again, I would focus on the facial features and model them to look more realistic e.g. lip marks and colours. In addition, I would model better scales for my character but to be able do this kind of task would take months

In my first attempt of the monster’s clothing, and the result turned out to be good. Although I felt that this suit was not perfect so I decided to look up references based on this clothing type. After a careful study, I noticed that clothes have various marks such as dirt and patterns. I decided to use this idea but in my own style so I went back on ZBrush and applied these marks to the clothes in as many different colours as possible. The outcome of my improved suit viewed as better than the previous so that it looks more accurate on the monster character.

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Animation Element

My animation skills have improved when compared to my previous year. I have developed motions for my character which included charge and roar poses. These positions were developed on Maya. These poses were first developed roughly then I polished these animations using a graph editor which allowed me to become more familiar. I am now able to animate more smoothly now. Although I could have done better on motions, for example rough movements on fingers and not enough facial expression shown. This was during to my group having issues with their characters which left me barely any spare time.

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Compared to previous years based on animation elements. I noticed that my skills in animation improved as I become more familiar with Maya. I made a comparison between the second and third years featuring my characters. There is a noticeable improvement between these two characters in motions. My monster character looks more accurate and natural than my human character.

Although there are some issues that I could fix, I noticed that minor parts on my character looked chunky and awkward, for example fingers appeared to be outstretched in some scenes. In addition, If I had enough time I could develop several facial expressions on my character. Sadly, this task was aborted during to a couple of group issues. To improve my animation skills, I need to work on facial expressions as a target and hopefully I can experience this to help my career. Also, facial expression is a major part of the animation element. This is the part I need to practices on otherwise I will struggle without this experience.

Visual Effect Element

I became more proficient in problem solving when facing issues. When I was working on my blood effect, I developed this in the practical module so that I can transfer this completed effect over to the major project animatic. Although I realised that I did not have enough time to begin another development on the blood effect, I needed to think of a cheap way to fix this issue.

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My plan was to develop a 2D pop-up texture instead. Luckily I have some experience in Photoshop so I created several layers of blood splatter in different motion each frame, up to the total of 8 frames. This only took few hours to complete it all and used layers node for these images on Maya. I was quite pleased with the outcome of this cheap fix although I could have done better. If I had more spare time I would apply more red colours to the blood so that it can look realistic. Also, the original looks too dark to be an actual blood spot so this is one of the errors. I need to avoid next time if I am to work on a similar effect again in the future. In addition, I need to avoid using my computer mouse and start using a drawing tablet so that this device makes drawing so much easier compared to the mouse.

The main weakness is that I need to become more self-aware in keeping my work organised. This happened when Al advised to me that I developed too many nodes during the visual effect development so it became unstable at this point. I need to work on this weakness and limit nodes down to correct amounts. This allows me and other team members to work more effectively without any confusion.