The final part I need to create before I start animating my idents is the teddy and so I will now draw this. To start I will produce the stomach.
To do this I will use a capsule. I have selected this shape as I wanted it a long, sphere-like shape and also one I could edit easily to get a realistic bears body. Initially I considered using a sphere and moving the sections apart to elongate the middle, however this would prevent me from reshaping the centre part. Therefore I created a capsule with a radius of 20.041 and height of 56.304.
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Next I created the leg. I once again used a capsule, but this time with a height of 44.354 and radius of 6.842. I then increased the number of side segments to 25 and height segments to 6. Following this I made it into an editable poly, and with the soft selection tool created the indent where the leg would meet the body.
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Afterwards I tried to create the foot. For this I used a sphere with a radius of 8.662 and used the scale tool to flatten it in one direction. Then I drew out a sphere with the radius id 4.262 as this was roughly the new height of the foot. Then I cloned two copies before positioning them on the top of the foot to create the toes.
Finally I grouped the foot together and aligned it to the end of the leg.
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At this point I was not completely happy with the leg due to the join with the foot. The length of the capsule was too short as when I moved the foot closer it would be out of proportion to the body. So instead I selected all the vertexes at one end of the leg and moved them to lengthen the leg.
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After re-aligning the foot with the leg I felt that now the foot was out of proportion and so used the scale tool to change the size. When I was satisfied I grouped the foot and leg and aligned it to the body.
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Next I created the arm, once again using a capsule. I then used the soft selection and scale tools to flatten the outside at the bottom of the arm to create the hand.
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The last step was to create the head. To start I crew out a sphere with a radius of 16.392 so it was proportional to the body. I then created a second sphere with a radius of 10.616 for the muzzle.
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Next I made the second sphere into an editable poly and flattened the top and underneath. Also I scaled and moved it to get the size I wanted. These processes were repeated several times until I got the exact shape I wanted. Whilst doing this I was careful not to over-work the shape and make it unrealistic.
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At this point I was pleased with the bear’s appearance so far and so went on to create the rest of the face. First I created an ear and to do this I drew out a sphere with a radius of 6.507 and made it into a hemisphere. Afterwards I cloned the shape and aligned them to the main head.
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Next I went on to create the eyes. For this I drew out a sphere and changed the radius to 3.293. I then placed the sphere above the muzzle, created a copy and placed it symmetrically on the other half of the face.
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Lastly I created a nose. I also used a sphere for this and set the radius to 4.88. Next I aligned it to the head and placed it partly submerged in the muzzle. I am really pleased with the way the shape has become a slightly longer sphere.
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The last step in creating the teddy was to reshape the body as this was the only part I was disappointed with. I converted the capsule to an editable poly and selected the soft selection tool. Firstly I flattened the base and made the chest flatter while keeping the tummy round.
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Next I selected the middle vertexes and made this area wider using the scale tool. During this I concentrated on flattening the base, making the chest flatter while keeping the tummy round. Also I made the back slightly wider to create a rounder shape overall.
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Finally I applied mesh smooth to the body with the iteration value of 1 and softness level of 1. The modelling was now complete and so I moved on to adding the bones.
At the beginning of the week I thought about the best way to apply bones to the characters and so I am going to work from this plan for creating the teddy bears bones. Firstly I created the arm bones by drawing out a set of 3 bones with the IK limb solver; a shoulder, an arm and a hand. I drew them out next to the arm I modelled to help me with the proportions.
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Next I placed it within the arm and selected the skin modifier from the modelled arms. I then selected the bones to attach to the skin.
Afterwards I went on to create the leg bone, once again with the IK limb solver. I used a similar method to before as I concentrated on drawing bones which were in proportion to the leg itself. I started by drawing out the hip bone, then the leg and then the foot bone.
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I then aligned the bones within the leg and selected the leg I modelled. Then I selected the skin modifier and attached all the bones in the leg. After this I tried to move one of the legs, but this did not work properly as I had forgotten to edit the envelopes.
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The next step was to edit the envelopes. On the arm bone I made sure that the envelope was in shades of red and orange so the whole of the arm would move with the bones.
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I then repeated this process for the leg bone so the whole of the leg also moved when the selected bone was repositioned.
Lastly I cloned a copy of the arm and leg along with the bones. Next I mirrored these shapes along the y axis before aligning them to the body so it was symmetrical.
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Now the bones are drawn and attached to the limbs I will finish off the bear by adding materials. Firstly I will create a material for the majority of the body. To do this I found an image of teddy bears fur in the internet.
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I set the bitmap as a diffuse map and set the tile size to 1 for both the U and V axis. I was pleased with the material until this point, but once applied to the surfaces the joins of the material was quite obvious.
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Due to this I selected UVW mapping from the modifier list and, after trying them all, selected the spherical map. As I was happy with the material I applied it to more of the bear.
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Next I created a second material for the bear, this being a lighter shade of brown. I created this with the blinn shader and set the specular level to 0 and gloss level to 10. When I was happy I applied it to the muzzle.
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I also wanted to apply this material to selected areas of some of the shapes and so converted these shapes to editable polys. Then I selected the polygon icon and selected some of the polygons on these shapes. Once selected I was able to apply a different material to these areas.
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I then repeated this process for other parts of the body.
Afterwards I went on to create the material for the eye. For this I used the diffuse colour of black and chose the anisotropic shader as I felt this would be the best way for me to create a glass-like material. I set the specular level to 100, gloss level of 10 and anisotropic value of 50.
Finally I created the material for the nose. I wanted to try to create a material which was silk-like thread. Therefore I selected the blinn shader and set the specular level of 30, glossiness of 10 and softness of 0.1.
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Now I have modelled all of the ident content I will now move on to the animation.
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