Friday, 29 November 2013
Rob and Six rigs
Thursday, 28 November 2013
It has begun!
Scene 9.1: Animation Status _ (Complete)
Scene 9.2: Animation Status _ (Complete)
Wednesday, 27 November 2013
Crashed Ship
After many attempts at simulating the crash i realized that doing it by hand was much easier and gave me more control. Below is an near enough finished image on the composition of the crashed ship
Model was done by Gary welsh
Lighting was done by Scott Yorke
Labels:
adev,
crash site,
environment modelling,
gwelsh,
syorke
Workshop Textures
Workshop textures for scene 10. More or less complete. The info on the screen on the radiator unit will change to an image sequence probably and the glows will all be replaced with actual lights I would expect. Also included are the area of the model that actually has textures and the shading networks of everything textured from this corner. We'll only be texturing what's on camera.
Monday, 25 November 2013
Wednesday, 20 November 2013
Friday, 1 November 2013
Wednesday, 30 October 2013
Six Textures
A couple of renders of the finished textured Six.
Scott will put some nicer renders up soon hopefully.
This is all straight out of Maya with next to no comp. I think I tweaked the levels a touch on the darker image. All the shaders are mia_material_x_passes and most have a diffuse map and a bump map. A few pieces have the glossiness attribute mapped to control the the reflectivity of the mud on metal. Though this should be in the reflectivity channel! Shocking!
Scott will put some nicer renders up soon hopefully.
This is all straight out of Maya with next to no comp. I think I tweaked the levels a touch on the darker image. All the shaders are mia_material_x_passes and most have a diffuse map and a bump map. A few pieces have the glossiness attribute mapped to control the the reflectivity of the mud on metal. Though this should be in the reflectivity channel! Shocking!
Monday, 14 October 2013
Bug Crushin!
Wednesday, 9 October 2013
Rob Hologam Test
Looked in to a plug in for after effects called holomatrix, it seemed pretty good but would cost around £30. This is an attempt at building a similar effect from scratch.
Considering buying the effect from red giant and doing a comparison.
(Update)
Holomatrix Plug in
Tuesday, 8 October 2013
Junk Pile
Found out how we are going to do the junk/scrap yard. For this i took 17 objects and applied N_cloth with a high gravity field to them so that each object will crush. I then assembled 3 separate piles of junk from these objects then duplicated them, positioned and took a few renders. Quite pleased with how these turned out.
Thursday, 3 October 2013
Updated Animatic
Still loads of changes in the sound to come and needing to edit it tighter in some areas as that was one of the critiques from yesterdays peer review (although it is supposed to have some slow bits in it...).
Sunday, 29 September 2013
Rob HUD overlay work
Been long past the time where this should have been sorted. Have been trying to tighten up the animatic for this weeks peer review.
Here's how it'll look on Wednesday likely but may well be further changes beyond then.
Here's how it'll look on Wednesday likely but may well be further changes beyond then.
Saturday, 28 September 2013
The Creator so far
I have been modelling the Creator and this is the stage I am at so far. He is pretty much just needing the final touches before I sculpt him in Mudbox to get all those old man wrinkles in. The hair on his head and face are just place holders just now until we get the maya hair on him. I am really happy with how he is going so far and can not wait to rig and animate him.
Six edit and rig so far
I had to make some minor edits to the Six model from the original. I moved the front tube so it inserts straight into his face to make it different to the other side. I also had to re-model the front panel so the battery had a place to sit at the front. I have also started to rig the model. Sometimes with Robots you can rig them by just parenting the geometry correctly but for the pipes to move correctly with the body I had to use bones. Setting up the pipes was a bit tricky as they liked to be erratic depending on the way you parent the components together. I still have to set up set driven keys for the pistons and and the controllers then it should be ready for testing.
Friday, 27 September 2013
Colour Scripts
These are just tiny little paintings describing the tone and light direction or each shot.
This should drastically help she it comes to light each scene and should help the film feel consistent.
This should drastically help she it comes to light each scene and should help the film feel consistent.
Monday, 23 September 2013
Even More Bug Texturing!
Discarded the harlequin paint shader for the shell. Just wasn't giving me the look I wanted and was quite restricted in what you could do with it.
Still a bit dark but I'm happier with the highlights and general look now. Maybe some last tweaks later on and it'll be done.
Saturday, 21 September 2013
More Bug Texturing
Swapped over to mia materials. Much nicer look but worried about render times. We'll need to do some tests before committing to this. Also discovered that final gather is really boosting the colours on the shell. It's quite hideous with it on. The more muted one is with FG off.
Friday, 20 September 2013
Bug Textures
Sculpted a wee bit over Jacks model and textured using mudbox and photoshop. Might change it a bit more depending how it looks in some environments.
Here're some shots of the sculpt before textures:
Here're some shots of the sculpt before textures:
Subscribe to:
Posts (Atom)