Making of Bobby Bubble by Patrick Beaulieu, Canada Web: www.squeezestudio.com

English| French



Introduction

Hi everyone, my name is Patrick Beaulieu, (AKA squeezestudio) and here is my making of Bobby Bubble. You will find below several details on the creation of this small little insane character. Without waiting more, here’s the making of!!!

Concept

My idea principal for the creation of Bobby Bubble was to make a clam oyster. After several test and small fast sketch, I finally decided to make a small beast in the place. The sketch being a pretty very important of creation... I have to try to determine the majority of the elements in my sketch. My principal interest was the silhouette of the person. Bobby being very simplistic character, the silhouette is very important to arrive as a beautiful result. Thus I have to try to find an installation interesting, to stress the large mouth and his facial expression. Its merry look was also an element which I wanted to integrate in my image. Just like the majority of my other characters, I tests always to make pass an expression in my character. For most of the time of the funny expression or " crackpot’’. I have also work on my sketch in only one catch of sight, that is to say the catch of sight of my final image. I have to create this character to make still image and not an animation thus the creation of all the sight, the model sheet and all was not at all necessary for me for the realization of this character.

Modeling

The modeling was a very fast phase, my small sketch was just enough precise to indicate all the elements to me to create for my character. I have to model the whole starting from an eye, like has the practice. I work for most of the time in symmetry or with one to mirror in authority. I have to start with the body, thereafter the teeth, the tongue and I have to finish the whole with the bubbles.


For the bubbles, I have to use spheres with which I made Booleans to withdraw the interior when the bubbles were penetrated. As regards the tongue, I did it enough low poly, and in second headlight, I have to bring it in Zbrush to make displacement. I have to use those quads for my modeling, question of making a modeling cleaner. I have also to model the dribble which runs top of its mouth.

My technique to model is very simple, I quite simply extrude the edges of cage of polygon. The edges that I selected to make my cage of polygon are the lines principal of the character. (The turn of the eyes, it tower of the mouth, profile and the silhouette of face). Once all my extruded polygons made for the character, I can easily adjust the proportions of the personage very easily with a minimum of vertex has to manage.



Once the shape of the character was adjust perfectly, I close again my modeling quite simply, finally having a clean mesh. For certain areas like the dimensions of the mouth, and the edge of the lip I have to place several edge to bring more closer to give an effect more sharp in my modeling.

As regards the installation, after having to close again my modeling and having made the complete character, I then made the final improvement to make it more symmetrical.





Lighting

The lighting was one of the fun phases; my intension was to create a beautiful environment to light and alive. For my lighting, I have to use the render passes. First of all with Vray, I made a passes of GI, therefore a very simple passes of lighting giving tone of shade here and it all depend on the modeling. Thereafter I made a passes with a spot (Vray) place behind of the character to make an edge light all the back of Bobby. The option to use the passes is very simple, I often lost too much time parameterize my lighting and the intensity of my lighting whereas with the render passes, I do not have to find ideal place or to place my spot, just adjust the whole in compositing. Really faster and gives a perfect control on lighting.

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