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The project entitled The Stages of Over Ambition is about the creation o
Rhea Monroe illustrated by an Animated turnaround.
The full animation would tell the story of art student Rhea and her strugg
to achieve her ambitions.
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Rhea is given a project by her university and decides to give herself an
overambitious task with little time to do it.
Her over-ambition lead to procrastination, leaving her no time to create her
project which resulted in a unsatisfactory version of what she originally
wanted.
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In order to get a better idea
of who and what the main
character will look like aseries of influence maps
were created, after which
various parts of the maps
were combined together in
order to get a complete look
of the character.
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In order to prepare for production I had to
design Rhea Monroes Look. This was done by
sampling sections from each of the influence
maps.
I also wanted Rhea to look like an art student
and decided the best way to do that was to
exaggerate her features like a fashion drawing
such as elongating her neck.
I felt the first set of faces I made didnt have enough character in them,
started on a second version.
I felt the style on this version of Rheas head looked more interesting
exaggerated neck and the un amused look suits Rheas character w
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After choosing the desired face I created a hair
variation sheet to help find the hair that best
displayed her personality and matched her face.
Originally I was going to go with the second from
the top because it seemed relatively easy.
But I was advised to go with the fourth hairstyle on
the second row because it seemed to match the
artistic stereotype of an Artist.
It was created because it reminded me of my
fashion teacher from secondary school, she had amound of long messy hair on her head which
made her look as though she had no time for her
hair because her work was more important.
( But she still came to school ! )
I thought that just packed look to the hair would
be a great match for Rheas personality.
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I also created a body sheet to find the best mix of a stylized but natural looking body. As her look is created from t
stereotypes about students and creative people her body style is also a slight mimic of fashion drawings.
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An outfit sheet was made to help find her default look, as well as leaving open the option for her clothes to change if she is further dev
far right outfit was chosen to be her default look in the end as the others were seen as impractical for a sculptor.
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Concept Art
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Detailed Shots
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The close up shots are to show the detail / style a littleIt also enables the drawings scattered around to be se
on closer inspection the drawings are actual sketches
past projects.
This concept picture is suppose to show someone who
ambitious in a variety of ways. Rhea is reading a book
managing ambition by ACU the Artistic Creatives univ
which is a nod to UCA.
The mounds of paper scattered around revealing my p
projects were all projects I showed a bit of over ambitio
on.
So really this picture is abit of an autobiographical look
journey from the start to the present.
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Zbrush Screenshots
My pipeline usually involves me creating the base of the character in Zbrush and further developing it in May
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Maya Screenshots
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Maya Screenshots
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Un textured versions of Rheas
Clothes
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Creating Rheas Hair was an exciting and tedious job as it was the first time Id attempted making hair in this style. It
involved a lot of layering and manipulating in order for the final to have as few gaps as possible. In the end I ended u
adding a lot more layers of hair later on.
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The hardest parts of the doing the hair were the top parts. Trying to figure out the best way to cover her scalp and
convincingly adding a mound of huge hair on the back with minimal gaps was quite a task.
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After creating the hair I textured the hair and rendered it see if it looked convincing. In the top right picture its easy to
that compared to the first version of her hair I had add a lot more layers to the back to make the main part of the hai
look too thin in the render.
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Textured versions of Rheas Clothes
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Un textured Turnaround
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Finding the best texture for Rheas face was surprisingly difficult but I found the perfect version in the end.
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I added detail to The boots and the top in Zbrush.
Mainly material gathering detail.
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Rhea
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Face Texture Eye Texture Nail Texture Body Textu
Top Texture Leggings Texture Boots Texture Boot filler Tex
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Entire Skin Texture Entire Skin Specular
TextureEntire Skin Sub-Sheet Entire Skin Epiderm
Book Texture Dorian Sketch Paper
Texture2nd Dorian Sketch Paper Texture Miri Paper Te
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Hair Texture Sheet Hair Alpha S
Top Normal Map Top Displacement Map Boot Normal Map Boot Displace
Map
Rafarta White Paper
TextureSivus and Celi
Paper Texture
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Talk about messing around with
textures ambient
In order to find nice colour mo
similar to her concept colours I
to altar the textures ambien
occlusions.
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In order to make the hair move it was necessary to rig most of the
predominant hair pieces.
It was another tedious job however it was quite therapeutic. In the endnot all of her was rigged some were joined together.
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The next step after skinning the hair was to make it dynamic,
making it dynamic would allow it to move when Rhea moved.
This was another tedious process as there were 55 hair joints
to do but after the first three I was able to pick up the pace andcomplete it within two and half days.
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The next step was to create blendshapes, which would allow
her to move her face and use expressions.
When making blendshapes I use a mixture of Zbrush and Maya
Depending on what the expression is.
For instance I always found doing eyebrow and eye lid expressions
easier
And quicker in Maya , and actual facial expressions faster in Zbrush.
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Once the blendshapes were complete Rhea was official
completed. That left me to create the environment objects for
the turnaround.
Desk Back Desk Front
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Book Front Book Back
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Papers
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Final scene variations
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Production Shots
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Production Shots
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Wallpaper
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