Saturday 4 May 2013

Fire and smoke test

for the last push for hand in i decided to go back to the fire even though the project is no longer continuing. with fire you also get smoke so i also looked at creating smoke.

i still creating a plane to become the surface emitter for the the maya fluids which was later hidden so it does not show up in the renders. i managed to get it looking ok in the render view but the batch render it looks different and the playblast does not do it justice however i don't have time to fix the issue with hand in so close.


the smoke was also created with maya fluids i managed to get it looking good and was happy with however after the fluid was cached their was a problem with it. the container would move around when it should not. i tried to key it to stay in place but it didn't work. it meant i could only get render images of the smoke as the batch render would not really work if it is moving all over the place. i tried rendering a previous version but the quality of it was not good and the movement was not the same. Again don't have the time to properly solve the issue


 

Monday 29 April 2013

Personal Project model complete



 
 
The model was first created in Maya to block it out to be transferred into mudbox for sculpting.
The eyes were made from nurbs and has an outer lens and inner eyeball
 
 
The toes were extruded out from the feet
 
The fingers on the hands had to be separated from the way they are on the drawings for modelling purposes and also if in the future the character was ever to be used for anything else it is just better professional practise.
 
Typology was added to the face to enable the sculpting process to be quicker and also it can still be used in case it was ever to be rigged.
the character then had to be UV mapped in order to transfer it back and forth between the two software's.
 
Sculpting in the details of the character

 
Having some display issues on the mudbox character even though there is nothing wrong with the mesh. This problem still presented itself in Maya after the normal maps were applied. i solved the issue by making the cuffs a separate object and deleting this geometry then extending the hand geometry inside the cuff.








Henry grays anatomy was used as reference to muscles.










Monday 22 April 2013

Hand Models

 
 
 
 
 
Hand modelling the pp character out of filmo to look at building exaggerated muscles of the chest and shoulders. at the same time i decided to do some models for the kelpie project made from salt dough after looking at some egipyion sculpture which it quite flat and blocky. i found the best method for this is to have a flat base and it still also for some sculpting/building up of muscles. the models were then painted with a base layer and then another layer was applied wich was rubbed in with my hands to create a texure.
 
 
 
 
















Thursday 18 April 2013

Kelpie update

The kelpie film has been put to the side/ possibly dropped by the director as with stress of hand in coming up the project may be rushed in order to get it finished and not done to standard people like for viewing.

Thursday 11 April 2013

render images

Here are a few still of the render images i have been working on that are to be worked on top of on photo shop. The objects were separated out onto their own render image to allow for more control when people are painting on top. Only have a few scenes left and the kelpie scenes but have to wait for the textures and rig to be finished first.




 
 
 

Wednesday 10 April 2013

water kelpie



i decided to try and combine both my specialism together by turning the kelpie into water. This was the original idea for the character back in early production stages.

 the kelpie mesh was turned into a container and filled with n particles which were then converted to a polygon mesh. this had to be done in sections because the particles were to big to fit inside the legs and head and making them smaller would make the scene to heavy and the render times too long. after converting some of the mesh would move outside of the container which i eventually managed to fix and get it to stay in the one place. i then duplicated the container mesh to emit n particles from to create water falling from the kelpie body. i applied a few shader's with different transparencies to create a see through look like water.


Saturday 6 April 2013

Kelpie poses


Now that the kelpie has been rigged I have been working on posing the kelpie to be used in the shots.  by using reference drawings given from the director.