While Moho is known for animation, it has a wide range of vector design tools that can be useful for creating artwork. Vectors are nice due to their flexibility with animation and inability to degrade in quality when blowing up the design. Moho can design still art or complex objects and characters for animation. In this course you will learn all about designing a character for animation in Moho, including:
While Moho is known for animation, it has a wide range of vector design tools that can be useful for creating artwork. Vectors are nice due to their flexibility with animation and inability to degrade in quality when blowing up the design. Moho can design still art or complex objects and characters for animation. In this course you will learn all about designing a character for animation in Moho, including:
Importing a sketch
The Add Point Tool to morph and shape various parts
The Curvature tool for creating nice curves and bends
Building a head, hair, body, limbs and more
Applying line details to maximize appeal
Applying shades and highlights to breathe life into the rig
Building and masking eyes and mouth for easy animation later on
Other tips and tricks to help you succeed in designing characters in Moho Pro
An overview of what to expect from this course.
In this lecture I explain the process used to draw out the sketch we will be referencing throughout the course.
In this lecture we will set up a Moho document and import our sketch. This will allow us to use a blueprint for the character design.
By creating the head shape, along with ears and nose, we can establish a starting point for the process.
By using the masking features in Moho, we can set up the eyes for a clean design and easy animation.
Along with the eyes, we will be designing eye brows to help with the creation of emotions and character.
The hair is the most complicated part of the character. But Moho makes the process fairly painless with the ability to mold points and adjust line curves.
The ponytail will sit behind the character. We will be using a similar workflow as we did with the hair.
Like the eyes, we can use a masked group to create mouth pieces which can later be used for interpolation in a rig.
We can begin the construction of the body by starting with the neck and working our way down to the collar and torso.
With the shirt laid down, we can add the coat, which not only adds more depth, but can be used later to create animating cloth effects.
The pelvis will allow us to create a central base for when we rig. The cat buckle is just cool, so we're going to add that too.
Here we will draw the front arm which we can also use as a template for the back arm later on.
The front leg will follow a similar procedure as the front arm. We can also use this to create the back leg later on.
A leg is nothing without a front foot. Here we lay down the points needed.
Here we will design a hand which can also be used later for the back arm.
We dive back in to add some lines to the hair and face. This will help add detail to character.
Along with the hair, we can add lines and curves to the ponytail to help further define it.
In this lecture we will draw a graphic for the shirt, which will add more character to the design.
The coat will have some design work applied by applying shapes, buttons and a pocket. Masking will be applied to also help with streamlining.
The pelvis is simple and won't have too many details. But a zipper line and button can help with depth.
Like the body, we will add some shapes to the sleeve and mask to clean things up.
Like the line work and details, we will be taking a third pass with the character and apply shading to the head and hair. We can apply more than one shade by staking alpha based vector shapes.
Moving down from the head, we can apply shading to the body using a variety of shapes.
The last areas we need to shade are the pelvis, arm and leg. We will be applying the same techniques as we used for the other shading lectures.
Like shading, we will be adding shapes with alpha applied to create highlighted areas on the character's face and hair.
Moving down to the coat and pelvis, we can add more highlights for added depth.
With all the details, shadows and highlights applied to the front limbs, we can duplicate them and set up the back limbs to complete the structure of the character.
It's important that our character has consistent line work. In this lecture we are going to go over the whole design to ensure this is the case.
Next on the list of polishes is bolstering the line work in areas that need it. This includes correcting size, rotation and other things.
In this lecture I take a second look at the hands to try and get those looking cleaner.
In this lecture I compare what we did to the original artwork to showcase any major differences.
I share my final thoughts on this course.
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