Michelle: Deadline is coming up! We’re starting to wrap things up ready to be put into a scene. This week, we’ve continued on the tree(s), AFP, and finishing up the character.
*preview of the character’s expression when he turns over and sees the bad weather*

This is a near finish modeling render of Sam (can we still say it’s him or not?). Below: Details of this week’s progress.
I finally finished the character’s shirt. At first, I got no idea how to even make it. After messing around with converting, cloning, and dragging planes, the results are shown above. Right after the shirt, I’ve started to make the arms. Now this part was easy as 1, 2, 3. Literally, step 1—make a cylinder, step 2—select the middle vertices of the cylinder and angle to make the object look bent, step 3—select the polygons of the lower section of the cylinder and rotate to create a minor twist. Tadaa~ and that’s about it! The character modeling process would pretty much end here; since the camera would not look pass the waist (or does it?). Wait a second… it does show the legs though. This brings us back to the shoe:
Michelle: Alright. So the materials had changed since you’ve last seen. The extra texture still need to be applied on the brown material to give a more realistic leathery look.
Karen: So I have researched on bunch of leather objects. I tested out different mappings. It still doesn't look perfect. I will continue to mess around with the texture mapping to make it look more appealing. Plus, I got to work on those stubby legs!
Michelle: You might have remembered that my partner was experimenting with hair and fur modifiers last week. This week, part of her job was to apply hair on the character’s head. The rendering took a while (oh gosh, and we’re just talking about one frame right now!). Pretty interesting haircut. What do you think?
Karen: I've been experimenting with his hair for hours. It's pretty hard when you don't know what you are exactly doing, but messing around with it was fun. I had trouble with giving the hair volume (like the problem people deal with in real life). He went through a multiple of hair styles, but then I finally figured it out. I gave him two layers of hair and now its poofy. Awesome? Now I need to find the perfect hair color for him. Anyways, I attempted to do his eyebrows, but it constantly came out funny looking when it was rendered. Perhaps he does not need eyebrows! I can just cover it all up with his bangs!

Michelle: Other than working with the character this week, my partner and I came up with some ideas for the AFP. Our sketch made the mechanism looked like a spaceship. As of now, you must be thinking “What…….the hay….is that…” Well, almost none of the materials had been applied yet. Therefore the colors for the AFP looks really mismatch. Since its color coordinated, I guess it would be easier to explain. The two green layers on the bottom is the area where the dirty air would be sucked into the filter (inside), pass the fan and released out of the top (red) orb thing. The mysterious green panel on the side is to collect solar energy to power the AFP. There is going to be a total of two panels—one on each side.

Here is the filter that is going to be located near the inside bottom of the AFP.

This is the fan that would be located near the center inside the mechanism.
Michelle: Oh tree! From the previous weeks, it looked as if it always needed more leaves. Therefore, my partner added a lot more branches, and deleted some distracting ones. By removing some unneeded and unusual placed branches, the “frozen” leaves in mid-air had disappeared. All it needs now is to be applied with scatter!
Karen: Because 'someone' was not satisfied with the tree I previously made, it was stripped naked of its leaves. I added more branches to touch it up. That way it will probably be easier to scatter more leaves. When I stare at the picture of the tree, I have this huge urge of giving it creepy eyes and making it twisted and disturbing. (Like something from The Nightmare Before Christmas.) By the way, I will continue make "ugly" trees for our "ugly scene." I feel like all I have been doing this whole season is making trees.
Believe it or not, we actually put a lot of effort into making out props. I've being to look at things I have never bothered to look at before.
Trees. I've seen tons of trees before, but not actually observe it. Trees really do give off different auras. Trees can lighten up or darken any scene. Even the most ugliest looking tree can make a scenery very magical. Imagination is a powerful thing. Now! Go look at a tree! I probably can stare at a tree for hours.
Not only have I stared at trees, I actually observed the different architecture designs of buildings that surrounds us. I have lived in the city all my life and I never noticed the different buildings that surround me. The shapes of buildings are pretty interesting. Have you ever noticed the little details they put in? There are strange buildings that I have never noticed before!
Shoes. Thats another object I have recently observed. I know how a shoe looks like. I am sure everyone does. But have you actually looked at a shoe? If you were given an assignment to draw a shoe, would you be able to literally draw a realistic shoe without looking? How every part curves? The different designs and textures a shoe has? Scary. I even borrowed Jace's shoe to observe how a shoe looks like while I created my shoe in 3ds Max. Sorry for the cold foot. Haha.
I guess we aren't so bad for people who have worked on the program for a little over a month. My journey won't end once the season ends! It's only the beginning! Ho ho.
Michelle: Our next task is to touch up some files, then export them out into individual 3d models to be put into a big scene. When everything is in place, it would be time to animate and render.
Karen: I'll be working on Sam/Johnny's legs, minor touch up on the face (hair and eyebrows), palm trees, bushes, and so on.