Thursday, 29 September 2016

Minor Project: Studio Blog

Life Drawing: 28/09/16


Year 2: 2016 Showreel



Before diving properly into Year 3, I thought it'd be good to post a recap of what I've worked on so far since starting the course

Sunday, 28 August 2016

August // DO bring around a cloud

Could do with one or two above my parade

Sunday, 3 July 2016

July // Isometric Terrarium

Little experimental thing prompted after I realised isometric perspective could be easily achieved within Maya

Adaptation B: Renders fixed

After another series of rendering mishaps, the sequence presented at crit day is now technically running ok. It is simply followed by a couple of stills as I didn't find enough time to render camera movements, but it'll do for the time being 


[abrupt hand drop is abrupt]

Monday, 23 May 2016

YPGTTO #10: The String City / The Harp District

I feel like in terms of animation, invisible raindrops should fall and make surfaces ripple...
More to come I hope ~

Thursday, 5 May 2016

Maya Tutorials: Year 2 Term 2 Submission

1)      Pipeline 2: Modeling

          a)     Low Resolution
          b)     UV Layout
          c)     High Resolution
          d)     UV Maps

2)      Pipeline 2: Baking Maps

          a)     Base Normal Maps
          b)     Rope Normal Map
          c)     Ambient Occlusion Maps

3)      Pipeline 2: Diffuse Maps

          a)     Base Diffuse Maps
          b)     Diffuse Maps - Stone Base
          c)     Diffuse Maps - Stone Pillars
          d)     Diffuse Maps - Rope
          e)     Diffuse Maps - Wood & Metal
          f)      Diffuse Maps - Fabric Flag
          g)     Normal Maps Using Xnormal & Photoshop - Shield
          h)     Using Viewport 2.0 for Look Development & Rendering

4)      Pipeline 2: ShaderFX

          a)     Intro to Shader FX Networks
          b)     Displacement
          c)     Lighting
          d)     Transparency
          e)     Reflection
          f)      UVs & Animation

5)      Dynamics 1: Legacy Particles

          a)     Sketching Particles
          b)     Particles Grids
          c)     Omni Emitters
          d)     Directional Emitters
          e)     Volume Emitters
          f)      Emit from Curve
          g)     Per Point Emission 
          h)     Surface Emission
          i)      Curve Flow
          j)      Emit from Particles
          k)     Collision Events
          l)      Instancing Objects
          m)    Instance Rotations
          n)     Animated Instances
          o)     Goal Weights
          p)     Conditional Goal Weights
          q)     Sprites

6)      Lighting and Rendering 2: Mental Ray

          a)     Samples and Quality Control
          b)     Final Gather
          c)     Linear Work Flow
          d)     Physical Sun and Sky
          e)     Portal Lights
          f)      MIA Material X Shader
          g)     HDR Lighting
          h)     Displacement Maps
          i)      Ambient Occlusion
          j)      Motion Blur
          k)     Mental Ray Proxies

7)      Adaptation A: Submission

Maya Tutorials: Mental Ray Part 2-3-7-8-10-11 + ShaderFX 1-2-3-5-6

Mental Ray Part 2: Final Gather
Mental Ray Part 3: Linear Work Flow
Mental Ray Part 7: High Dynamic Range (HDR) Lighting

I know the light source was supposed to be placed where the sun was situated on the dome, but I thought it'd make more sense to have the shadows go in the same direction as the shadows from the background image

Mental Ray Part 8: Displacement Maps
Mental Ray Part 10: Motion Blur
Mental Ray Part 11: Mental Ray Proxies
Shader FX Part 1: Intro to Shader FX Networks
Shader FX Part 2: Displacement
Shader FX Part 3: Lighting
Shader FX Part 5: Reflection
Shader FX Part 6: Uv's & Animation

Monday, 2 May 2016

Maya Tutorials: Mental Ray Part 4-5-6-9 + ShaderFX Part 4

Mental Ray Part 4: Physical Sun & Sky
Mental Ray Part 5: Portal Lights
Mental Ray Part 6: Mia Metarial X Shader
Mental Ray Part 9: Ambient Occlusion
Shader FX Part 4: Transparency

Monday, 18 April 2016

Adaptation B: Updates #1

[Updates I meant to post a bit sooner]

Last week I made the decision to drop the idea of making the full short I had planned, as well as the set, in favour of detailing and finishing the soldier character. Because I didn't want the environment to suffer from being hastily dealt with, it's going to be reduced to more of a turn table type of set meant to showcase the main model. On that note, the latter has been skinned, positioned, un-skinned, tweaked a little, then re-skinned to a simplified skeleton in order to perform the final, 'revealing' hand drop (see test video below). What follows is a series of work-in-progress renders for the scene:   

(Maybe the platform might beneficiate from being shrunken a little more)
A couple of tests for the grass, which I textured with scans I made from various grassy-type of plants (though the current result is still looking very generic).


Skin texturing progress

I made the mistake to start working on the normal maps on the positioned model rather than the T pose, which meant that when it came to baking the maps the above mess happened. The normals made for the belt details are however still usable.