
Overall I was quite happy with the outcome of the model it looks nice and 'cartoony' which will match the other models. I also used a little self- illumination on the teeth to make them stand out a bit more.


Overall I was quite happy with the outcome of the model it looks nice and 'cartoony' which will match the other models. I also used a little self- illumination on the teeth to make them stand out a bit more.

The scene was made from two planes that have a pictures of the pier assigned to them. The scene is meant to look a bit tongue and cheek with the characters looking like they are super imposed onto the background.
The central camera focus was on the two presenter and the back video wall where I have added a picture of Hylands House in Chelmsford. I didn't want anything too detailed so that it didn't distracted you from the main characters.
The left camera would be for when the man speaks and the Right for the women. I was slightly concerned the way the table looked in this perspective view, as it was very prominent in the scene. But this could only be overcome if I used the 'Orthographic Projection' view for the camera, but this made the scene look quite flat.




The final thing to do was to add two T.V screens on the side walls and a big video screen behind the presenters. These will house different pictures that relate to the different subjects.



The final model looked good and it wasn't very time consuming. The only problem I had was that I needed to redo the Skin modifier because the weights reset themselves when I went back to the editable poly stage to select the different polygons for the top and hair. 
The next step was to add a biped to the model . The biped needed to fit nicely inside my model so I scaled each bone accordingly. I also removed the toes and few other bones that I knew I wasn't going to use.
Next the man was given a skin modifier so that the body parts of the model were attached to the biped. This part I found quite temperamental when weighting up the bones. Sometimes the weights were affecting parts of the model that I didn't want it to. I mainly concentrated on the arms and head, as these were only parts that were going to be used.
I weighted up each finger as well just in case I decided to move them in the animation.
The eyes, mouth, hair and nose were made with simple Standered Primitive objects and connected to the model by using the Link button to attach them to the biped skull. So when I moved the head the facial features would also move with it.