Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts

Monday, 4 May 2015

Major Project: Environment Complete

The environment is pretty much complete, the rest will be projected on a surface shader and planes such as clouds, trees etc.



Tuesday, 28 April 2015

Major Project: Environment modeling

I keep remiding myself that I am going for a minimalist style, so it's just not that much detailed except in some corners. A few more objects to model then moving on to the clothing shop and outdoor market.


Monday, 30 March 2015

Major project: Beggar Scarf Ncloth

Concerning the scarf, I have decided to make it dynamic for a more realistic look. So after making the scarf from a duplicate of the torso, I have weighted parts of the scarf that don't need to be dynamic to the torso and painted the dynamic parts. However I have realised that the additional planes of the scarf don't follow the dynamic cloth, so Alan suggested applying a cluster to the additional planes with vertices from the scarf, which was successful.




Major Project: Beggar Prop

After gathering a few reference images for the cane's design, I have done a few design developments for the beggar's prop bearing in mind the expressionistic style. I have tried not to exaggerate the design too much to keep it consistent with the beggar's design.



When taking it into maya, I have mixed parts of the designs that stood out more and used the 1point cv curve in order to get sharp edge rather than round ones and then extruded a plane along the along and played around with the offset to get the right thickness.
I am also thinking of having the additional planes to the cane in order to achieve the straight lines in the 2d drawings.



Wednesday, 18 March 2015

Major project: Beggar progress

I have been thinking about using toonshader in order to translate the 2d look into 3d, there seems to be a few problems when animating the 3d character, so I decided to use planes around the character and use transparency when texturing them.
I started by extruding the edge from a duplicate of the original mesh, then separating it and point snapping to the exact point from where it was extracted. This allowed me to copy the exact skin values to the plane from the original mesh vertex in order to have a similar movement to the original geometry.




 

Major project: Beggar progress

Just a quick update on what I have been up to. Having completed the rigging for the beggar character, I have realised that his top was penetrating the lower body. After attempting to turn the torso geometry into a dynamic cloth, it was suggested by Alan to set up controls for it instead which will be less memory consuming and more accurate.
After creating joints around the torso, I have weighted them to the torso and created a control for each one of them as well as one master control.

             

Tuesday, 9 December 2014

Minor Project: Modelling The beggar

Blocking the head shape.
It's been a bit slow as I had to make a few decisions while blocking his initial shape.



Friday, 5 December 2014

Minor Project: Environment Test

I have been trying to find ways to express the minimalist style and ways to translate it into 3D by either modelling in a minimal way or texturing only bits of the models. After experimenting with Maya and trying a quick transparency test on a simple plane, it seems to be the right technique for me. This will allow me to model the environment as a whole and then decide what will be shown through the texturing process.