A main discussion from our presentation was that it would be good for our turtle to be without teeth in his normal model, but when teeth are needed they should appear. we had actually already discussed this and Nathan had already modelled teeth for our turtle. It was good to hear that out tutors have been thinking in the same wave length that we have.


As you can see from the images above, Daffy Duck in his normal pose, does not have teeth. However, when teeth are needed for comedy effect, teeth appear. That is the same principle we need to follow for our turtle character.

Alec mentioned that our turtle resembled the worms from the game “Worms” which i agree with. What is good about this is that these characters also have teeth that only appear when they are needed for comedy effect.

We need to look at these principles, understand why they work and when to use them, and input this into our character.


Presentation Feedback

  • Remove Newspaper gag, add more ball gags, or something new
  • Lighting is great and approved, tank needs to be seen more though as eyes are drawn to the sofa instead of the turtle tank
  • swap the desk and tank around, also potentially move window
  • Yes to the creative style, apartment looks great. No more models required
  • Consider quicker cuts
  • find free sound with same slow monotone beat, animate to it
  • Look at Kevin Macloud for free sounds
  • lyrics that help the story, help us
  • most animation needs done as soon as possible and sent to Alec or Conann for feedback
  • Watch Daffy Duck and look at how he has teeth only when he needs teeth
  • Look at the worms from the game “Worms” look at their facial expressions

Overall we got pretty positive feedback. I do feel like the lecturers have the faith in us that we can pull this off with their guidance, tips and advice.

What we now need to put our efforts into is…

  • Give the turtle teeth and eyelids
  • Check the rig can work as we need it too. E.g head can go into body etc
  • get matte painting done
  • reorganise apartment
  • get animating!

Matte Painting

Currently i am working on painting what will be out of the apartment window. We know already that we need to see lots of city buildings and apartment buildings, but we also need to decide what type of lighting will come from the window too. I already have a pretty strong image in my head that i will work towards, but below are some images i may use as inspiration or to help make the window view more convincing.

The-Secret-Life-of-Pets-2016-01a_1200Many_apartmentsScreen Shot 2017-04-04 at 09.54.32Pets_apartment

I will be working on this in Photoshop and paint using my Cintiq, i will be spending the weekend on this and hope to have a finalised matte painting by Monday.

The Owners Items

Over the past fortnight we have been focusing on getting all assets fully designed, modelled and textured. I was asked to make an asset list that considers everything that might need to be in the scene. So i made a Word Doc that list’s everything i could possibly think of.  This involved things we might not have thought about that would be at Hank the turtles eye view, and things the owner might have lying about the apartment like keys, wallet, headphones etc.

Once all these things were established i began modelling the owners items. I modelled a cap, headphones, wallet, money, phone etc. Once happy, i also UV Unwrapped them and textured them.

Screen Shot 2017-04-07 at 09.55.06.png


Once these were completed and finalised, we got a few second years to model some assets to speed up the process, once this was done they were sent to me and i UV Unwrapped and Textured these as well.

Screen Shot 2017-04-07 at 10.54.14


All of these items have been intentionally textured with limited detail. After realising we had previously ‘over textured’ models, we decided that our scene looks much better with models that are simple in colour and more look/style is added in Maya with Renderman to give the correct effect such as glossiness, shine, roughness, reflection, light bounce etc. All of this is added when in Maya.

Doing this helps keep our style much closer to how the concepts have been designed and much closer to the look of films by ‘Illumination Entertainment’. This is great as we have previously stated multiple times that this was our style goal.

Modelling Style

In our last presentation we got mostly good feedback, the only negatives we heard were that we are not quite there with the style with some of our models. I understand what the tutor was getting at and have done some research into the style we want to aim to achieve and what it is about it that makes it that ‘style’.


Screen Shot 2017-03-23 at 12.46.24




My basic thoughts are that anything that is not a parallel line, should be exaggerated in its curving. If an object is already curved or round, then exaggerated it once more. If its round, make it rounder! The image above is very exaggerated, but if we can get the essence of this, then we have done well.

Screen Shot 2017-03-23 at 12.46.35Screen Shot 2017-03-23 at 12.46.32

As you can see in the images below, that also, if a line it straight, and it needs to be straight, make it straight. My way of thinking towards this is if its an object that serves no purpose, it can be curved. If its a countertop, chest of drawers that needs to be straight, make it straight. The sharpness of these edges against the curves of the rest of the room makes it dynamic and contrasts well.

Screen Shot 2017-03-23 at 12.46.39Screen Shot 2017-03-23 at 12.46.43

Below are examples of, if something is naturally big, (like an obese cat or a cooked chicken) make it even plumper. This adds character as well as style.

Screen Shot 2017-03-23 at 12.46.48Screen Shot 2017-03-23 at 12.46.55

In the image below of the dog with the shoes, the shapes and look of the environment is pretty realistic, however if you focus harder you will see that the shoes are actually quite elongated, if the dog was not in the shot, this alone lets us know that this is not a realistic world.

Screen Shot 2017-03-23 at 12.46.58Screen Shot 2017-03-23 at 12.47.02

Below is an example of both points i have made, if something is round a chubby, make it rounder and chubbier! If it an item that serves no purpose such as a speaker, you can the play around with the edges as they do not need to be parallel.

Screen Shot 2017-03-23 at 12.47.05Screen Shot 2017-03-23 at 12.47.08Screen Shot 2017-03-23 at 12.47.12Screen Shot 2017-03-23 at 12.47.16Screen Shot 2017-03-23 at 12.47.20Screen Shot 2017-03-23 at 12.47.25


Basically the points i want to hit on when we are modelling are…

  1. If the object is naturally round or curved, exaggerated the curve, and emphasise the plumpness.
  2. if the straight edged object serves a purpose, such as a shelf, keep it straight and parallel, but if it doesn’t serve a purpose such as a speaker or a lamp, then the edges can be curved or changed.

Updated Animatic

Turtle Animatic

Today, Tuesday 14th March we presented our updated animatic. The animatic is now fully 3D and was put together by Niamh with the song “best friend”. I feel our animatic has come a long way in the past few weeks and is now much closer to the film we envisioned.

The type of slow and painful humour we want to achieve is readable and successful within the animatic, our next task will be making sure this also works when it comes to animating the turtle in these gags in the final film.

Our main criticisms of the film are to remove the shots of the clock, and to only have the turtle in the owners arms at the end of the film. I felt quite uneasy that this was the only feedback we got, but we were told that no feedback is good feedback. This has made me feel much more positive about the film and that if we pull it off, we will have a good film if we can animate the turtle successfully and edit and time out the film correctly.

UV Unwrapping and Texturing

Once happy with the models i began UV Unwrapping everything, I did this in the usual way of applying  a checkered material and unwrapping until the checks look linear. As you can see in the image below, the checkers look normal and linear, and textures are ready to be applied.

Screen Shot 2017-03-14 at 10.51.35.png


Once this was done, Shelley sent me her models, and i UV Unwrapped them as well as can seen below.

Screen Shot 2017-03-14 at 10.52.15

Unwrapping is a tedious task and i don’t have much else to add to it, but once it was done, i moved onto texturing.

Screen Shot 2017-03-14 at 10.53.31

When it came to texturing the pieces of the living room i modelled, i knew i wanted bright but muted colours. I also kept reminding myself that this is a mans apartment, so i didn’t want everything to match or look overly decorated.

I went for a blue sofa, and random different coloured cushions, the only other thing in the room that has these similar colours in the lamp. I am happy with the colours of the living room, however i feel i have overly textured the tables as it is too grainy and too realistic, i do think we need to keep closer to the soft and clean look, leaning closer the likes of films my ‘Illumination Entertainment’.

Screen Shot 2017-03-14 at 10.32.03

As you can see from the example below, things are textured, and hyper realistic but you can still tell that this world is animated and not real. It is hard to decide if this is known due to the fact an unrealistic dog is in the shot, or because the assets in the are quite soft edged and curved in a slightly exaggerated manner.  Once we placed our turtle into our shots, we could see what worked and what didn’t.

Screen Shot 2017-03-14 at 11.24.20