Tuesday, September 30, 2014

Visual Development Final Project



In the past month, I have been learning all about working in the hyper shade in maya, different types of lighting, texturing using projections and layered materials and rendering layers and passes. For the final project, I was responsible for texturing the scraper and the bottle, adding caustics for the the bottle, the project and and the dirt maps on the bottle and the box. I really enjoyed the process. Splitting everything up using layers made texturing a much less daunting process then I thought it would be. In these photos, I brought my renders from maya into nuke and played with the different lighting effects I could make. By putting each light in the scene into different render layers, I was able to control how each light behaved in post. Allowing me to create drastically different lighting and moods in from one single rendered scene. I definitely had a lot of fun in working on these projects and I expect will probably do some more in my future free time!

Rigging Practice Update03 WIP

Since I am working on this project in mostly my free time, of which there is little, I have just been chipping away and putting in pieces little by little. I have put in some basic controls as well as IK handles for the front and rear legs. I am going to create a control for the tail that will allow me to control the amount of curl it has. This will be done with a set driven key. After I get the rest of the main body controls set up I will begin on the spines. Then the real challenge starts! I will need to figure out how to attach the spines to the body with out them being influenced by joints that don't effect them as well as have the controls follow the body in the right way. More progress will come soon.

Thursday, September 4, 2014

Rigging Practice Update02 WIP

     Heres an update on the my The King Of Predators! I have completed the skeleton and I am on to binding my rig to my geometry. This shouldn't be too difficult to do. The only issue that I might run into is that the model has many separate pieces. My solution to this as of now is That I am going group all the pieces together. I want the spikes on the back to be able to move independently so I will leave them separate from the main body and bind them individually after. I will also take the joints that I currently have in place for the spikes out of the hierarchy temporarily so that when I bind the skin they will not be able to influence any other parts of the geometry besides the pieces they are intended for. This will save me time when I go through and clean up the weight paints. After binding it is on to controls!