Showing posts with label Character. Show all posts
Showing posts with label Character. Show all posts
Tuesday, 27 March 2018
Major - Initial Render
Before attempting to animate my first scene I placed my character within the environment and posed him in a shot that will take place in the animation. I am very happy with how the characters fit into the environment and am excited to start to animate my first scene.
Thursday, 15 March 2018
Major - Final renders and turnaround for Garbage-o-saur character
Wednesday, 14 March 2018
Major - Updated final turnaround of Junior Character
Wednesday, 21 February 2018
Major - Garbage-o-saur Character UV'ed
I have now uv'ed my character, creating suitable uv maps to allow texturing of the character. I will now go on to completing my shot list to a full extent before rigging my character to find aspects in which I can get away with not including within the rig to save production time.
Thursday, 11 January 2018
Sunday, 7 January 2018
Minor Project - Final Character Render
I still need to work on the noise reduction and the render settings but I am struggling a little bit in Arnold. For now I am happy with what I have and will go on to create a character turnaround to display the finished character.
Saturday, 6 January 2018
Minor Project - 2D Mouth and Eyebrow Rig
I have finished created a 2d mouth and eyebrow rig for my character. All I need to do now is to sort out the shading network for the textures so they will look how I want them to when rendered and my character will be complete.
Once the character is complete I am going to go on to create a pre viz, then to start modelling the Garbage - o - saur.
Once the character is complete I am going to go on to create a pre viz, then to start modelling the Garbage - o - saur.
Minor Project - Character Texturing
I have been having some issues with the texturing of the character as when trying to create normal maps my laptop crashes. Also I have forgotten where to plug in the ambient occlusion node into the character texture, as well as how to create a rim light shader using aiStandardSurface. I will be coming into uni to ask Alan how to do these to get my character looking as he should when fully rendered.
I have created the base texture maps for both of the costumes my character will be wearing and applied these to the model.
I have created the base texture maps for both of the costumes my character will be wearing and applied these to the model.
Thursday, 4 January 2018
Minor - Blink Rig for Junior Character
After creating the controls for the character I have gone on to add colours and restrictions to these controls. I have also added a simple head rig with an eye follow rig. I used blend shapes to create a blink rig as well, to allow the character more eye movement. When creating the blink rig I realised I had too little geometry in the eyes. So I un-skinned the original head, saving the skin weights, and then added the geometry to allow the correct movement for a blink. I will now go on to texture the character and then finally create the 2d mouth rig before rendering some turn-arounds of the character.
Wednesday, 3 January 2018
Minor - Character Rig Body Controls Set Up
I have created the controls for the body of my character to allow me to easily move him around. Originally I was planning on using an IK/FK switch with the arms but whenever I created it on the right arm this would cause the hand to flip 90 degrees. I repeated the process several times and looked over my joints and rig set up but could not find the reasoning for the flip. So I decided to go with the standard arm controls that I have used previously. Also as I was working on the spine bend I noticed my ribbon spine had broke again. I had to create a new ribbon spine as I was again unaware as to why the original one broke, making it difficult to fix. But this caused issues with skinning due to new spine, Maya did not recognise the joints when it keeps the history for unbinding, so would not let me bind to the skin with this history. But after a bit of research and looking into the different skinning tools, I found the export skin weights tool worked for what I needed. It managed to keep the skin weights for the rest of the body, meaning I only had to re skin the three joints in the spine, rather than the whole character. I will now go on to create a rig for the head to allow that to move, an eye look rig with blink functionality, before going on to texture the character and adding the 2d facial rig.
Saturday, 30 December 2017
Minor Project - Character Skinned and weights blended
I have skinned the Junior character to the rig. I have also blended the weights to allow the correct look for the movements of the joints. I will now go to add controls to the character before texturing him and creating a 2d mouth rig. While skinning the character I encountered several problems, such as the ribbon spine breaking and realising I did not have enough edges in the stomach to allow the movement I wanted. Due to this I had to go through the skinning process several times but this has allowed me to skin the character slightly better each time then the last, as I would see where it did and did not work correctly, then be able to fix it when updating the weights.
Friday, 29 December 2017
Minor Project - Character Rig
I have created a rig for my Junior using a ribbon spine. For the forearms and shins I have also added an extra joint to allow falloff when rotating the wrist or ankle joint. Once skinned I will use a IK/FK switch for the characters arms and a no flip pole vector for the knee. I have already been experimenting these before skinning the rig just to confirm they will work for my rig and character.
| Character Rig |
| Character Rig |
| Character Rig |
| IK Arm Controls |
| IK FK Switch |
| FK Arm Controls |
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