Creating The Water Bearers was incredibly challenging due to mayas steep learning curve and the fact that I always underestimate render times. Despite this difficulty, working on this project reminded me of my passion for animation and really inspired me to pursue 3D graphics further. I have learned to love working in maya and continue to work on small models and animations in my own time.
Many of the major challenges that I came across in this project were due to the massive nature of Maya. I spent a lot of time practising modeling and rigging in particular to become more competent with the software. One example in our animation where the depth of software caused issues for me was in making the character's skeleton rig as the character is non-human, but we wanted it to have more human motion. In oreder to achieve this effect I broke the skeleton down and tested different combinations. Ultimately I identified the shouders as being the most important part for achieving human motion as the shoulder often lead movement for the head and arms.
If I could refine this project I would like to clarify the narrative in the beginning of the short. Additionally, I would like to learn how to improve my compositing skills using depth maps and render passes.