Monday, 11 April 2022
Major - Sets 02
Monday, 4 April 2022
Major - Characters Facial Rigging/ Skinning
Thursday, 13 January 2022
Minor - Finalised Characters Models
Friday, 10 December 2021
Minor - OGR
Each character essentially has the same face model with some changes to nose, mouth and eye structure. In the original designs their faces are very similar, the main difference will be their hair and colour.
| Violet Side Profile |
| Rue Side Profile |
| Olive Side Profile |
Tuesday, 7 December 2021
Minor- Violet Model
Monday, 18 October 2021
Classwork - Lighting
The next few renders look at atmospheric lighting, using spotlights and various plugins to create texture and substance within the space.
Specifically for my project there is at least one scene when I will consider using heavy atmospheric lighting. The majority of my scenes will need fairly basic lighting, which also will save me time when I get to the rendering stage of my animation.
Thursday, 3 June 2021
Jet Pack Jones - Part 4/14 Head and 1/6 Body
Thursday, 18 March 2021
Substance Painter - Dumpster
During this weeks substance painter class we looked at texturing a dumpster similar to last weeks process. The only difference is a set texture called metal edge wears which adds a worn look to the edges of the surface. I have been unable to get this to work after attempting a few times so I have left this step out. We also learned how to stamp and layers images onto a surface using set paint brushes in projection mode, which was used to achieve the graffiti textures. A plastic texture was applied to the lid, and a rubber texture to the wheels and then everything is exported out and plugged into the corresponding channels in maya. The look achieved is effective and substance painter continues to be a user friendly programme.
Wednesday, 10 March 2021
Substance Painter - Oil Can
This week we looked at substance painter and texturing an oil can model. The process started by baking the maps and adding fill layers with a red colour. There were three of these layers with various grunge/ scratch maps added to generators, which can simulate depth. Rust maps are the last thing to be added, as well as another grunge map to lower the harshness of the texture. The process is relatively the similar to the book texturing however, when plugging the maps back into Maya, the process is a lot quicker. So far using substance painter the outcomes are of a high quality and the software is easy to us.
Wednesday, 3 March 2021
Substance Painter - Book
Tuesday, 23 February 2021
Kitbash
Today we took part in a kitbash, the task was to create a robot character out of already given parts in Maya. This was a good way to get thinking about design in a fast pace manor, creating a character in a short amount of time is important as most of the projects we have had so far account a large amount of time for design. This is a much longer period than industry standard so it was interesting to see what could be created out of spare parts in a few hours.
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| Final Render |
Friday, 12 February 2021
Jet Pack Jones - Part 3/4
I have developed the model further, including finished rough modelling of the of the overall head structure and shaping round the eye. I have also modelled the mouth the a good point. The actual process of modelling is taking me longer than I anticipated. I want to make sure that I properly intake all the information so I benefit from this process as much as possible, which will help me significantly throughout the next projects.
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| Mouth Modelled |
Tuesday, 2 February 2021
Maya Tutorial - Book (Texturing)
In this class we started preparation for texturing the model below. The image below has been lit with three light attached to a constraint aims. The scene was then rendered out and save as a .exr file.
Monday, 1 February 2021
Jet Pack Jones - Part 1/2
Sunday, 10 January 2021
Collaboration - Animating
For the scene set outside the Mayan temple there are too many Moom's to animate at once. As a solution I have decided to animate the Historian and the museum frame separately to the scene behind him. Below is a playblast check of one of the first sequences. Moom is currently moving to fast so when animating I need to make sure I time and pace his movements better.
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| Scene modelled by Torran. |
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As a group we have now decided on our logo and production company name. Torran has edited my design to make a smaller logo as well as creati...
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After last weeks lecture we were tasked with finding the hero's Journey story structure in an existing animation. The Ordinary World In...
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This tutorial elaborated on the Physical Skylight lighting option that gives the impression of a realistic sky in the the render view. This...
























