The next step of the project was to continue to explore how the werewolf should look. I tried out different proportions, along with trying out different ways of doing the legs.
After doing the reworks to the werewolfs design, I went back to modelling her head. I'm still using the original orthographs because thy're close enough to how her new head look that I can still use them as guidelines. After getting the eye to look right, I moved on to the muzzle. I formed the top of her head and her cheek first so that the muzzle would flow into the shapes of the forehead and cheek. For her nose, at first I tried to have just the general shape and paint the nostrils on, but I realised for the animation I'd need actual geometry to animate some of her expressions, so I modelled it fully. I found the nose extremely difficult to model, especially figuring out how the mesh should flow from the inside of the nostril back out and into the lip.
Now that all the modelling was done, i moved on to texturing. The main aim is to get textures onto everything in the scene, and then go in and add details. I'm happy with some of the textures so far, but I think some of them are too realistic for what I have in mind, particularly the wood texture, so I'm going to do some research into how to get these to look more stylised. Here is the current textures in maya. I still need to add the lighting but it is giving me a good idea of how the textures are working together. It's much clearer in this how the realistic textures arent working. I think I will also change the floor from wood to flagstones, as the scene is quite wood heavy at the moment.
Here is the result of the adobe animate lesson 4, where we had to take the bouncing ball animation and turn them into three characters. I decided to do a Ram, a Alien and a Dragon/Demon.
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