gordon ramsay | digital animation fmp · gordon ramsay may 5, 2013 // 0 until now i did not find it...
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5/28/13 Gordon Ramsay | Digital Animation FMP
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Gordon Ramsay
May 5, 2013 //0
Until now I did not find it important to post my workflow at every step. I wanted o do somethingfunny, inspiring and challenging. Building organic characters with exaggerated proportions wassomething unusual than what I usually model.Gordon Ramsay is a famous chef whosecharming personality and facial expressions cannot be missed. I decided to focus on facialtopology conveying his personality through wrinkles and big forehead. To begin with Ibrainstormed the basic workflow by blocking the body parts in Maya. This would help me get anidea of the proportions and which areas should be exaggerated.
Working on the trousers using polygons. Maya is extremely helpful while blocking out theclothes as it helps to get perfect shape, size and style.
Working on the chef’s shirt
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Working on chef’s shoes, duplicating the shoe instead of rebuilding it again.
Once I am satisfied with the outcome, I would insert more edges, delete a few, adjust the vertices,
get rid of the triangles in order to form quads within the clothes. This would help me establish a
good topology without ruining the mesh avoiding texture problems later.
Final Body
Working on a human arm but trying to exaggerate a little was extremely challenging. Unlike the
face, I wasn’t sure of which area to modify, the elbow, fingers or the wrist. Aiming for a realistic
but with a tinge of cartoony features, I decided to bulge out the elbow portion slightly. By doing
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so, I would still be able to maintain the topology and make it look appealing.
Initial blocking of the arm. It looks a bit ragged sue to less edges. Once I add more edges, the arm
will look smoother.
After creating the first finger, the next step was to duplicate it and create the remaining ones. After
the duplication I builded volume defining the shape further. Details like nails and little wrinkly
portions on the fingers were created. I decided to keep the model symmetrical and then pose it,
provided I had enough time.
Adding details like nails and the extra edges around the nails.
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Blocking the face, this was the biggest challenge of the project. Focusing on a perfect anatomy yetnot trying to get lost within the mesh, I spent almost a month and a half getting the face rightwithout losing interest. When enough volume is built, I spend most of my time on anatomy anddeveloping a personality.
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Working on the ear by extruding the side faces. Initially I use to model the ears separately andthen attach it to the face. This is the first time I extruded the edges and the faces straight from theface. Several times I lost the shape or messed up the edges while merging vertices. With the helpof several tutorials I managed to build a physical correct ear.
I always heard my classmates say that modeling hair is just tiring and boring. Male hair isrelatively easier than female hair. But I found modeling the chef’s hair easy and quick. It was fungiving spikey details to the hair making it look cool and in trend.
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Eyebrow and detailing
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Building the neck by extruding the lower faces of the face
Final body
Meat Cleaver
Combining head and body
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Texturing Ramsay
I used simple shaders like Blinn and lambert yo yexture Rmsay keeping a very simple look. I amnot very experienced with texturing and I thought colours might ruin my model. I had decided touse only ambient occlusion and stereo effect until suggested by my tutor, a model is onlycomplete if its textured.
Getting the lighting right- Spot Light experiment
Adjusting the penumbra, depth and cone angle to get soft edges near the corner.
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Stereo Lighting
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Changin the environment and the floor
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