# data[].attributes.body
For this project I wanted to lean heavily on having interesting textures instead of using photo projection as I did in my PMP. Tutorials such as this led me to finding my own stylised textures for my environments and characters.

# data[].attributes.attachment_link.title
Blender Clay Stop Motion Shader Tutorial

# data[].attributes.body
I looked at Harry Bhal as an inspiration mainly for how he manages to make such finalised images through the use of digital effects such as depth of field and noise.

# data[].attributes.body
Also an inspiration in my research was Billy Budgen after he did a lecture as part of the Friday lecture series. His use of depth of field similar to Harry Bhal alongside his retro style film effects he showed in an animation not yet released really led my projects direction later on.

# data[].attributes.body
A new technique of animating I wanted to look at was shape keys. Instead of keyframing by hand using either frame by frame movements of armatures shape keys allow for smoother shifts and changes in a model. Allowing for my glob's mouths to move and their body's to warp really evolved some parts of my work.

# data[].attributes.body
I researched into different ways to make simulations for this project as I wanted to develop myself through this unit. Looking into mostly fluid and smoke this allowed for more interesting adaptions and fun scenes involving my characters.

# data[].attributes.body
The 2D Development didn't like being on Padlet for some reason so they are in separate JPEGs in the OneDrive

# data[].attributes.body
The original design for the glob, absolutely disgusting. I made this as part of the summer before 3rd year when I was coming up with possible projects for the year.

# data[].attributes.body
Funnily enough I had the 3D model of the evolved green glob from very early on, even before the other colour globs were an idea.

# data[].attributes.body
These are the pre vis shots I made while developing the environment textures and aesthetic.

# data[].attributes.body
After being told to focus on some more character design for the globs I decided there needed to be more characters as a way to showcase more designs and evolutions.

# data[].attributes.body
I started trying to use different render resolutions as a way to make more interesting textures due to how the low resolution when denoised makes a kind of painterly look.

# data[].attributes.body
Actually managed to get the physics to work on the blue glob

# data[].attributes.body
More failed simulations

# data[].attributes.body
I originally tried making a BBC style logo however I changed it slightly into a more in theme style for the font making it gloopy and colourful.