Sunday 17 February 2013

Cam set up


 
 
I have been working on setting up a camera for the scenes. There is a main camera that will be used for the final renders. The secondary cam is constrained to the main camera and will follow it where ever it goes. the second cam is also aim constrained to the locator to always follow the movement of the locator. the locator will be parented to the boat to follow the boat's movement. this will allow for there to be a low quality render from the second cam in order for the 2d to be drawn from and then tracked and matched up with the final render from the main camera.

Thursday 7 February 2013

Kelpie Model Finished

 
 
 
so the kelpie model is finished finally
 
 
 
 
I might be running through some of this again but the kelpie was made out of cylinders  and shaped to match the character design and all the pieces joined together.
 
 
The next stage was to clean up the typology to reflect the direction of muscles in order for the model to be rigged.
 
 
 
Then it was a case of adding details and checking model to make sure it was ok. a lattice was applied in the final stage to reshape the model slightly so the top view would reflect that of a horse better.



The ears were made from nurb circles and then lofted together and connected to polygons. Having the ears as separate objects to the  main body of the character will allow for a lot more range of movement.


 Again added in the detail of the frog on the hoof even though it may never be seen
 The teeth have bottom and top jaw. the front teeth are individual as they are more likely to be noticed more. the back teeth are one shape as it saves time to do as on a horse those teeth really just form a shape and pattern that have to match up and through textures and bump mapping hopefully it will break up the shape to look more individual.

 
 
The eyes were made form polygons it has an outer shell that should be textured with a transparency to form the lens. the inner sphere is the eyeball with a hole in the middle and there is a plane inside of that to represent the pupil.
 
The nose had to be closed off as from some camera angles you could see to much of the inside of the head e.g back of the eyes and we were not sure how much of a problem it would be in the shots that we have. a gullet and roof of the mouth was also created as there was also the same issue of being able to see down the character's mouth at certain angles. 

 The last stage was to uv map the kelpie so it can be textured and rigged.


throughout this process if three was anything I was unsure of I would refer to anatomy of the horse as the character design is based upon a horse and still try to stick as close to the design as possible.