Sunday 9 June 2013


Many a things has happened since the cat. The first thing being that the cat was suddenly ditched for a Komodo Dragon, and Thus KOMOTAUR was born. (Komodo-Centaur, you got it :)  )

I'm missing a fair few steps of my process here, but I'll put up as many various steps as I can, hopefully all of the work that's gone into it can be seen in the final. If I was to bullet point my process from here it would be something like this:

  • Animating a walk cycle referring to Komodo Dragons and other lizards
  • Playing with Blendshapes to get some facial emotions going, and seeing how I could plug them into my model and animated sequence.
  •  Key Framing different run cycle styles to see which one fitted my creature the bestestest 
  •  Animating the chosen run cycle 
  •  making a spear which I then canned for my old spear which was a million times betterer
  •  Using Zbrush and Maya to create some Armour, eyes, and a Scaly Lizard Texture 
  •  Being annoyed that I sculpted out heaps of scales and spikes for a cool normal map and then not having it work because I didn't have a good think that my high res sculpting would affect the base mesh and therefore make maps for the wrong mesh. Bugger. BUT I will put up some tasty screen shots of the scaly lizard because he is cooler than the final animated fella. 
  •  Animating the Jump and throw 
  •  Animating the final Showdown sequence to show the run cycle, Interaction with another character, function with a prop and emotion right at the end 
  •  Bit of fair play with After Effects to export a final movie 
  •  Doing this Blog. Because I was naughty and didn't do it during. Sorry.

After this essayish write up I'll be posting screen shots and some final animations.

ALSO on a HUUUUUUGE note my final run cycle did NOT RENDER PROPERLY!! This meant that it did not feature in my final as planned, but you still saw him running so hopefully it is okay. ish.