Saturday, 30 September 2017

Major Project- Concept Painting


I have got a little stuck on the narrative side of the project, so thought I would try a little concept for the main character to see if it sparks anything. I wanted to try and use Zbrush as a concepting tool, as its really quick and gets you thinking about the form thats needed.

Thursday, 28 September 2017

Major Project - World Ideas


This is not a story board yet, I was just letting ideas flow today and see what shapes happened and try to  figure out the world I want to set this animation in. 

Basic Plot, spaceman (named 08) crashlands onto alien planet, has to drag his damaged space module to try and find a power source to get back off planet.

I quite like the idea of the rocky mountains actually being alien titans that have been turned to stone for a reason that you find out at the end of the animation, making walkways and bridges for the spaceman to walk across on his adventure for power.



Friday, 22 September 2017

Major Project - Emission Test


A quick test to see if I could get the emission channel to work, is a bit crudely painted, but seems to work in the render out of Arnold.

Thursday, 21 September 2017

Major Project - Alien Tomb


Testing shapes to try and make a Stonehedge type alien tomb. Same process as previous displacement tests, but as this is abit more of a complex shape, there is a few distortions on the UV cuts.

Wednesday, 20 September 2017

Displacement Test 02


Carrying on from yesterdays Displacement test, wanted to see if it worked on a bigger scale and create a rock arch. I quite like the result, though need to study real world rocks a bit more, so I can try and style them abit better.

Tuesday, 19 September 2017

Displacement Test


I have been trying to figure out how far you can push Displacements maps in Arnold - Thought it would be easier just to try a Rock and see if the angles would hold. I don't think its to bad, but there are some odd artefacts on places that i'm not sure how to correct at the moment.  But from the original SubD mesh, i think has potential.

Thursday, 7 September 2017

Spacesuit


I have been trying to do a sculpt in zbrush every evening, most have turned out really bad but this one seemed to be getting somewhere. But run out of time so will move onto the next.


Sunday, 3 September 2017

Monday, 28 August 2017

Year 3 - Minor and major project

I was thinking about putting my adaptation B project on hold, as I feel, there was too much to handle for a 8month project, with all the characters and assets that would be needed.
So my thoughts are about working on a idea I had over last summers break. it would only have two characters, so feel it would be simpler to do as I really want to focus on modelling, rigging and textures.  It would also expand upon the visual look of the  ‘Invasion’ film  and certain parts of the script to screen project that was created last year.

The Idea is of a astrounought that has crash landed on a hostile planet and needs to find power some how, as to power his space module to get back of the planet. I do want his space module to try and be a character of sorts as he has to drag it behind him, so can get him into trouble rolling back down hills and such when his rope breaks. similar style when when ‘Walle’ is acting a fool in the Pixar movie. I would like the animation to be called ‘Drag me home’.

I was inspired by a animation that was put on the CAA blog called Escape, that I thought was such a cool idea, and quite a simple in term of story ’apart from the 30 people it took to complete the pipeline’ but the whole look of the film is quite a visual treat.

Here are the sketches that where created last year, to give a little feel of how I see the world, but if the idea is good to go, I want to develop slightly as have different ideas for characters and story.








Wednesday, 5 July 2017

Road Test


Test to see how to make a racetrack follow a hilly-ish terrain - Similar to the Isle of Man TT.  

Monday, 3 July 2017

Xgen - Hair Test 6



Been trying to learn how to create hair in Xgen. These workings, are my way of figuring out the software. There is alot of screengrabs and little notes which I have made, but I am still unsure if this is the correct method, but I think the results are getting there.






Thursday, 29 June 2017

Xgen - Hair Test 5



First attempt at making the hair dynamic, A linear Curve modifyer is used, which is simple to set up, but there are so many settings to make it look and feel like hair. I have not got it yet, as too elastic from beginning to end, but its starting to work.

Xgen - Hair Test 4


Still testing hair for myself at the moment, as its a super complex task, and not sure I will carry on as it gets trickier the further you go. I wanted to animate natural hair but think its too big a task at the moment. Arnold has been used as well for the render. 

Wednesday, 28 June 2017

The Bull - Look Dev


Experimenting with modelling faces, as a 2D drawing is far different to what is actually needed in the 3D world. I have used a character from last terms project (The IRS agent) and just trying to figure out how to make the pass in 3D for him.


Tuesday, 27 June 2017

Monday, 26 June 2017

Xgen - Hair Test 3


Still testing, but getting abit more comfortable with the settings. Starting to understand how to manipulate the individual hair clumps. Its still really messy, but served the purpose of how to try and style the front. 

Saturday, 24 June 2017

Xgen - Hair test 2


Same base curves as previous, but further research into Xgen settings. gives the ability to move separate hair clumps. Also figured out how to get a first render - as it doesn't work as you think it would as there are some hidden settings.

Xgen - Hair Test 1


For this first test, curves where just roughly placed as not to complicate things. Its very rough but can see the basics of how the software works and how accurate you will have to be with the curves to build the actual model. But I do want to make disnyish hair, so will carry on learning this method.

Thursday, 11 May 2017

Adaptation B - Reflective Statement

I feel the modeling stage of this project went really well, with guidance from the tutors I was able to achieve a fully modeled, rigged and textured character model to what I think to be at quite a high level for my 2years experience in the Maya software. My critique went well and was happy to hear that I could carry this project into next year. I thought that my idea for the narrative section of the project has strong origins for character development and cinematic values, but due to the time I spent on the character development and asset, I neglected to think about the core narrative principles of premise and names. I plan to go back to the beginning of this project now, so I can develop the core story and plot.

The criticism that I did receive, and totally agree with, is my lack of explanation to the processes that I am using on my blog and that I need a more professional approach to my blogging language. I do find how to express myself a real challenge and this was totally reflected in my presentation, I stumbled on words and forgot to talk about the most important part of the narrative which would of really cemented the idea. I'm not taking this as a negative though, just want to work on rectifying the problem.

But, I'm super happy with the progress I am making and quite excited to develop my adaptation B project to the next level in year 3.

Tuesday, 9 May 2017

Adaptation B - @Alan Extra Renders



Hi Alan, would you include extra turn around renders of these poses, going for the whole Tankgirl attitude or keep as stills, Do you think they work, thanks


Sunday, 7 May 2017

Adaptation B - Teeth


Getting a real strange shadow on the front of the teeth,  which is getting on my wick. as I cant see whats causing it.

Adaptation B - Colours Back


Taken a render from the face cam, the rig is fun to use, though the mouth is quite tricky to get a natural shape, but will keep trying

Adaptation B - Colour Management computer says NO


After struggling with a face rig, I had to reset my prefs due to a joint issue. However the face rig all works correctly, got to sort the teeth out, but all my colours have gone sqiffy, so battling to get my colours back - what fun

Thursday, 4 May 2017

Adaptation B - Lighting


Got stuck on the face today, just always looked muddy, so thought I would have a try at the lighting.

Adaptation B - Round One


First round, to try and get abit of life into the skin, this is just as tricky as everything else has been.
Will carry on working as still not there yet.

Wednesday, 3 May 2017

Adaptation B - Leather Test


Trying to get the spec right to create leather, think this a better attempt. looks less like plastic to me


Tuesday, 2 May 2017

Adaptation B - Rig Test


Got a odd twist in the lower shoulder and can now see the wrong shape in the chin, which I have struggled with from the beginning. But still liking, I can now try and get a bit of life into the model.

Adaptation B - Body Rig


Body rig completed and all working, had a late discovery that some of my joints had mirrored oddly due to a pref setting on my machine, the rig all works correctly apart from the rotation is not mirrored so one arm moves up and one down when both Ctrls are picked, but individually its all dandy. So my machine is safe and not been launched out the window.

Monday, 1 May 2017

Adaptation B - Leather Jacket


Trying to make the texture of a leather jacket, but just looks like plastic at the moment.



Sunday, 30 April 2017

Thursday, 27 April 2017

Adaptation B - Deformations


Checking the twist and arms of jacket, just to see how bad they deformed when sort of posed.

Tuesday, 25 April 2017

Adaptation B - Torso Blocking


Blocking stage for the torso, there was alot of separate pieces to make the torso, but I think the initial stage of blocking has worked as everything seems to be staying together where it needs too.

Adaptation B - Skin Blocking


The first blocking stage of skinning, and the glove does fit the hand and stays when flexing joints, so the gloves can be taken on and off the model, if needed.