Showing posts with label Year3. Show all posts
Showing posts with label Year3. Show all posts
Monday, 11 May 2015
Saturday, 9 May 2015
Thursday, 7 May 2015
Wednesday, 6 May 2015
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
Monday, 27 April 2015
Major project: Environment concepts
While modeling I decided to jump back to photoshop to make some concepts in order to figure out what goes in the environment, lighting as well as avoiding unnecessary models by planning the shots.
Next will be finalising the environment modeling and working on the 2d characters animations using the animatic.
Saturday, 25 April 2015
Tuesday, 7 April 2015
Major Project: Aftereffects Rig test
Even though the beggar will be animated in maya, I have decided to do a quick test of rigging in Aftereffects before making the 2d characters (waterman, musician, dancer, storyteller and fortune-teller) to have an idea of the process and how to achieve the painterly style.
After animating the 2d characters, they will be imported into photoshop to paint frame by frame.
Below is a quick rig test, I am happy about how much I can do with the rig and also the characters won't have extreme poses, so it should be fine.
After animating the 2d characters, they will be imported into photoshop to paint frame by frame.
Below is a quick rig test, I am happy about how much I can do with the rig and also the characters won't have extreme poses, so it should be fine.
Monday, 6 April 2015
Major Project: Beggar Retexturing
I decided to retexture the beggar in order to push his style a bit more as I wasn't happy with the previous texturing. Below are some colour variations and combinations, using neutral colours seemed to be the right choice to keep things "minimalistic" and let the other elements stand out such as the lines and overall design.
3, 5 & 6 seem to stand out for me, in terms of variety of colours and unity. However 3 might be a bit too dull. Any feedback is welcome.
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.
I am also thinking of having the additional planes to the cane in order to achieve the straight lines in the 2d drawings.
Labels:
3d,
beggar,
drawing,
Expressionism,
major project,
Maya,
prop,
Year3
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.
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.
Thursday, 5 March 2015
Wednesday, 25 February 2015
Friday, 6 February 2015
Major Project: Animatic.v1
This a very rough animatic using the storyboard I have posted before. Though It still needs sounds and maybe voiceover it's just to have a quick idea of what will be happening in terms of shots, discontinuity and timing. I will be working on it as I am finalising the characters concepts and the Beggar's model.
Tuesday, 3 February 2015
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