MAX
These were some of the first designs to get a quick feel for the direction of our human character Max.

Along the way we started making style choices and figuring out the exact look that we wanted for our film. We found the main inspiration from the Laika studios films, Paranorman, Coraline, and Boxtrolls.
We felt that the way their characters and world were brought to life was a great example on how we wanted to bring our world to life. When you watch their films it feels as if everything in the movie has its own unique personality. It is almost as if you could see yourself actually in that world.
We used 3d software to achieve the specific look for both the characters and the world we were building. Specifically we utilized the Quixel Suite and Vray to acquire our desired look.
We did a quick render test to see if we had achieved the look we were going for.
We ended up pushing the characters shapes a bit more to help this process out.
Here was the finalized concept for Max that we will continue to nail down as we start the 3d process.
From here we started to venture into 3d to see if we could accomplish this look there and improve on the forms as we go.
I did a really rough sculpt in zbrush (which I would never show anyone but for the nature of this blog why not ) to get the overall proportions and shape. Sort of like a gesture drawing before a finished illustration. Really rough but a good starting point to retopologize in your home software: Maya for myself.
This is mainly because I would rather have some blocked out form for a starting point rather than starting from a turnaround. I knew what the design of the character was but I wanted some freedom in it's 3d representation.
Here was the finished retopologized/cleaned up model. Unfortunately I didn't take any wireframe snapshots at this point. But for the most part I would get it to this point for critiques.
My professor noticed that I was losing the character and shapes that I had in the initial design. Which I couldn't agree more. So he had me experiment with the proportions and try to capture the initial character.
Here was the next iteration. I took his notes and tried to stay true to the design I had made.
Overall I think it was a good stride forward in understanding the look/feel we were going for in the short.
I also at his point started sculpting the face to really nail down the character I was trying to create.
There were still a few tweaks that were need to be made but I wanted to get all of the base retopology phases out of the way. So at this point his body, clothes, and face were all retopologized. I still am not sure where we plan of going for the hair. But as we do more test we will figure it all out.
I also went ahead and did a quick poly paint in zbrush to get a feel for the look we were going for.
One of the bigger decisions we made regarding the look of the character was the eyes/eyelids.
Laika has this really neat way of tackling the eyes due to the nature of stop motion. The characters they create have to be used practically with real metal rigs inside. So they separate the eyelids from the head. Letting it be a separate mesh.
We liked looked it achieved and thought it was would be a great style choice for our film.
This also allows for easier 3d printing if we decide to take that route for fun later on.
This is the final model/topology as of right now for Max. Once we begin the rigging portion of the project there may be slight adjustments if necessary.
We also decided to try nHair this time around. So I modeled hair planes to utilize GMH2, a geometry to maya hair tool.

BABY
I'll go ahead and show the few pieces we had done for the baby that never was. We found early on that the baby wasn't necessarily needed to convey the story we wanted to tell.
Here were the initial designs for him. We used inspiration from Laika's film The Boxtrolls.
A quick sculpt was done as well to get a feel for him. Although he will never see the light of day we thought it would be neat to show some of the work put in on him.
DANNY
Starting out we had a pretty strong idea for what we wanted Danny our Alien to look like. Although there was a story change the characters still looked the same.
Here is some of the finalized designs for our alien character Danny.
Here is a quick expression sheet we made to try and find a range of motion for him.
We were also struggling to figure out whether or not he should be wearing clothes. In our initial story we had a baby character and Danny was also going to be a baby.
But with the change in story we are stilling in the works on whether or not he should be wearing clothes.
Regardless of whether of not he will be wearing clothes we began some rough sculpts in zbrush to figure out if we could capture his form in a 3d space.
From here we figured it was working alright and we continued to the retoplogy phase.
Although in this process we found out that there would be some issues regarding the eye area.
In the first test sculpt his eyes are bulging out. Bigger than his body. But in the designs/expression test his eyes are drawn inside his body. I drew this unconsciously.
As of right now with the decision to have the characters eye follow Laika's characters I will do another test sculpt to figure out what his eyes will look like.
We ended up finding a solution for the eyes. We made them smaller and kept them pretty far apart. Giving Danny a shirt was also the decision we ended up making for the clothes. As of right now he will continue to have the shirt on. But late down the line we may end up taking it off.
Here is the final topology for our alien character Danny.
