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Block out the rough shapes of your object.

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Check the scale and placements with rough blocked out models.

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Quadlinked modelling of the objects using various smoothing and catmull-clark. Precise and detailed models.

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A flat texture that gets mapped to the 3d space using U and V coordinates. Uses seams to seperate chunks of the 3d model into unwrappable sections that correspond to flat sections on the UV map.

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Applying an armature skeleton to the model to allow it to move in hinge or ball based joins.

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The process of keyframing the start and end positions of animation and their timings.

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Textures that can be seperate over the UV. Focus on breaking up the material and clearing repetitive patterns within that.

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Get a vague idea of what you are trying to model and how you want it to look. Think about potential colours and stylitic decisions

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The default T is a standard solution for a cube

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Here I sliced the T into 2 equal rectangles, rotated one, laid side by side and scaled up to fit the width

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Here I sliced in to 6 squares, scaled up 4 and used 2 small ones for top and bottom.

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Stretching in middle and very tight grouping at poles.

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Created 3 shells where one is a middle band that wraps around sphere

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default shape rotated to allow greater scale

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Cut the faces and merged them into a 2X6 grid

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Default circle with unwrapped and scaled to the UV map.

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Could this have just been a sphere which was stretched/extruded? or could it be a combination of a sphere and cone?

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Collection of animated scenes that are edited together.

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For example the shots within the city with the feet in the background. The feet are most likely not part of a larger character body but simply been placed in the background of the scene. The main 'delivery guy' character and the 'miniscule' characters probably don't occupy the same scene but are edited together in post.

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Not too sure why distortion showing on a rectangular face when should be pretty even (or I would have thought)

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Not quite behaving as I would expect but nearly there..... I solved it -> the control curves had not been created in a tree (with joint 1 being the parent) , they were each just individual and it was preventing the skeleton from rotating properly

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When rotating the joint was distoting the outer skin and so I painted the skin weights to allow for a smooth rotation without distortion. (the base was also being distorted... could not see any values showing but as I painted value 0 to the base, this did reduce, but it still happens ever so slightly?)

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Might look dark... Didn't look dark on my main monitor but when posted on here and viewed on different monitor -looks very dark :-( (also only basic aishader with painted texture.