This was my first time creating a character,
and my first character animation
I definitely challenged myself a lot more on this one- it didn't come out exactly as planned but I did learn a lot.
This allowed me to go many designs past my initial design and create a much more functional boat.
Aside from precision another problem as you might have guessed, is that it's hard to expect group members to decipher such a system and to approach cuts in the same precise manner as one another. So, this is how I spent a vast majority of my thanksgiving break, and took much of the assembly on myself, not because they didn't want to help, but because it would have been difficult to pull them into a work flow I unintentionally created. Fortunately as the construction came to a close I could bring them more into it's assembly and completion so hopefully they can feel like it's as much their boat as it is mine, and I think they do.
On the day of the race we were still unclear about who would row. me at 205 lbs with a fairly strong and experienced row (I like renting row boats when I go fishing) or Tingting, who's roughly half my weight, has less rowing experience and strength but has considerably more space in the boat. Since we never had a chance to test the boat with the oars I took to the water a few minutes before our race to see if I'd have enough room next to my knees to row. It worked, and while there were minor hang ups during the race from the oars crowding me, we did well. We didn't win but our boat definitely proved to be a very steady and reliable design, which is a victory on it's own.
In this experiment I photographed a table in my room, then took a picture of a reflective sphere at 3 different exposures. This allowed me to create a panoramic HDRI. I then dusted off my bender model, redid his materials and threw him in a scene with the hdri panorama. Thus the lighting and reflections were practically identical. This was also the first time I really toyed with compositing on my own.
I stumbled across some thumbnails I did that got me started on this model. I just tried to create lines that flowed with the features and try to stitch it together with 4 sided polys. Of course, I changed things as I was working but generally I tried to keep it just as simple. You'll notice in this model there's a lot of areas where 3 or 5 quads meet at a point (so the edges form a 3 or 5 lined asterisk), I should mention, if you're making blend shapes and animating a face, avoid those unless it you know it's necessary. Generally, if those verts are moved in animation they don't provide natural looking deformations.