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Developing
antibiotic
designs.
FINAL
ANTIBIOTIC
DESIGN
Orthographic view
Bacteria
development
Some colour tests for the bacteria. I leaned more towards the green theme.
More subtle shades of green, and on number 3, the eyes glow so much so it leaves residue.
Playing around one last time; distorting the bacteria to see how it would look
either elongated or thicker.
The mutated and resistant bacteria: I kept them looking similar to their previous form, but the
body is flipped upside down, creating broad shoulders and more snake like tentacles. I
developed number 2.
More colour tests, this time with the two types of bacteria side by side, so that they look similar in both theme
and colour.
Environment development
Initially quite a realistic and generic idea; for example this bloodstream.
I moved onto more abstract and sharp designs to keep with the toony feel of the characters
A more developed scene of the environment. I decided it would take place in an organ, such as the intestines,
which are quite compact, tight and fleshy.
Rough Storyboard
Final storyboard
Modelling process
The modelling process begins in Autodesk Maya. As mentioned earlier, the orthographs are used as reference to create
the models.
Adding some colour to the model, but I wasnt getting the result i liked.
Experimenting with glow effects to achieve the glow, but this was quite intense
More towards what I was going for, but not completely. I decided I would UV the texture on
(hand paint and apply the painted texture)
UV MAPPING
UV mapping can be a tricky process, but important nonetheless. The UV layout on the right shows how the model looks flat
packed, and the job is to move, cut and sew edges together, like assembling a box the right way round, in order for the
textures to look good.
After the mapping is complete, a placeholder is applied to show the direction and look of the texture.
UV TEXTURES
APPLYING TEXTURES
RIGGING
Rigging - the process of creating bones, binding them to the skin in order to make the model move. As seen here, this
was an attempt of a smooth curl upwards of the tentacle, but I hadnt binded the skin.
Completed rigs -the rainbow coloured symbols are the joints, and the grid is called the lattice - the lattice aids a
smoother animation. The character also has a spine, and will soon come to life.
The antibiotics didnt really need to be rigged - some basic controls are better.
Some unique controls were created, such as the top half of the head being able
to spin, to individual finger movements.
After rigging, controls are placed. The circles are nurb circles, which allows the joints to be moved better, and the large circle is
known as the master control with controls the entire model.
PIPELINE
Wireframe
Untextured
Textured