Making of Gordon Ramsay - Caricature
by Jason Edwards Web: www.outlaws3d.com

gordon ramsay

Ever since I can remember I’ve always had a knack for drawing caricatures, they haven’t always been great but over the years I’ve managed to hone my skills a bit better and draw some pretty amusing stuff, mainly for friends and relatives, but these days it’s my passion, and with 2d or 3d at my finger tips I’m really up for creating any type of character. This particular piece of work came about because I worked on ITVs CG series, Headcases, as one of the character modellers (building and correcting up to 30 out of 64 characters) and so I was asked by the nice people at www.simplymaya.com to create this model of the hot tempered chef, Gordon Ramsay, as a character/caricature video tutorial, explaining the process of working on an actual production such as the Headcases  series.

References and Sketches

For the Headcases show we actually had a character designer so I didn’t have to worry about references or drawing my own concepts as it was all done for me, but, if I’m working on my own and before the initial stages of modeling begin, I generally like to seek out some decent reference material (reference is absolutely vital to good modeling, I can’t stress this enough) and then have a play with some sketch ideas until I’m happy with what I’m looking at. I then like to seek an outside opinion or two before I commence any further. If the audience can see who the caricature is in one go then you know it’s a winner, otherwise it’s back to the drawing board! But if you are in a production then it needs to be signed off by an appropriate Supervisor or even the Director himself.  

reference

Modeling Begins

So after finalising the sketches its time to get them loaded into Maya via the camera image planes. For this particular tutorial I began with the simple tasks of modelling the clothing first, so it served as a warm-up before moving into the more difficult areas like modelling the face and its features. Usually on a character I begin with the head so to get a better idea of proportion but this is a caricature or cartoon character so you can bend the rules a little.

sketch

With the blocking of the clothes finalised I now add more geometry to begin rounding the forms out into something more recognisable. I’ve always been a fan of subdivs but since the intro of the polysmooth (keyboard 3) I tend to use this option more as it’s just easier to jump from a faceted mesh to a smooth one without the fuss of looking for a shelf command or going to the convert menu set. Though the aim here is to create a cartoon character, it still needs to ‘sell’ itself to the audience, and an area that sometimes gets overlooked on some models is the thickness of certain objects. Our character is wearing clothing made of cloth and not paper so a degree of thickness is required to make it more believable, I also cut in detail where seams would be.


modeling

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