A vast amount of time was taken on modelling and developing the structure of the characters face I think maybe too much time and focus was taken on getting the face just right as I was trying to go for perfection although I’m not at the high standard I’d like to be more practise is needed. Thinking back on the modelling phase I had observed myself and noticed the things running though my mind this in turn enabled me to graft a reasonable successful character.
Flow - Ways in which the geometry is facing also where the edges are leading.
Shape - Making use of quads on my character.(avoiding any triangles)
Size - Correct distance between edges and taking in account volume.
I believe its true of all cartoon characters they will never be exact or precise here I am referring to the correct proportions (width, height) to the drawing sketches whatever the case maybe in comparatively to modelling in Maya and programme such as this, therefore the process of imagination comes into play in some circumstances you are the sole creator of the character that you have designed which leaves you with the decisions on the scope of the character. I believe this was true to my character he had already been pictured in my mind and now comes to life when modelled.
The greatest challenge I had faced on the is model was the skinning process, I decided from the beginning I was going to paint the weight onto the model although I have recently experienced using the component editor to edit the skinned model and individual vertices, the alternative was painting the weights and therefore this proved to be time consuming as I was still getting to gripes with it. Those of you that are familiar with skinning and rigging this image clearly indicate the deformation of the models geometry when the joints are being animated.