Production

Having completed the pre-production illustrations and research for this project, modelling began to take place. This project is a prime example of the use of a low to high poly work flow – using a low poly model in order to animate the various joints and then proceeding to bind the joints to the high poly model before rendering.

In order to begin this process, a low polygonal cone shape, which was then stretched and had various faces extruded in order to create the carpal locking apparatus (suckers) on the tentacle which would then be modeled further in Mudbox.

This model was then exported into Mudbox, the subdivisions enhanced and then a variety of features were created using a combination of the stencil tool which added strong definition to the model and the smooth tool which then enabled the smooth, streamline like form of a tentacle. This also gave opportunity to create a more realistic looking carpal sucker from a basic rectangle shape.

During this time, a diffuse layer  was created this enabled the creation of a variety of colors and use of paintbrushes to create the color and other definition commonly found on a tentacle – such as the red tones and small freckle like details.

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Following this, the new asset was sent back to Maya as a high polygonal asset ready for animating.

As the research notes illustrate, this project required the use of joints and bones to create a flexible and natural looking tentacle ready for rendering, This was done by using the ‘Create Joints’ tool, placing each joint on a straight set of coordinates on the grid – this was then bound to the skin by selecting the mesh of the tentacle and then each joint, and then combining using the ‘Bind Skin’ tool.

This therefore gave the straight, rigid tentacle model – a movable set of spine like joints which were then rotated and adjusted to create the required movements for the scene. This animation was completed using the wireframe viewer as it made it easier to select each joint.

Tentacle5