Monday, September 20, 2010
Sunday, September 19, 2010
Bus Textures
I have 1x 2048 texture for the main unique UV set for the bus, 3x 512 tiling textures and 3x 256 tiling textures. Many of the supplemental textures are dirt layer overlays with alpha masks that will tile at a separate rate than the color to create procedural paint chipping and dirt splatter on top of the flat color.
Saturday, September 18, 2010
Tuesday, September 14, 2010
Bus UVs
This is the UV map for UVset 1, the only unique map for the model. The color map for this UVset will be 2048sq. There are 4 more tiling maps which will each be 256sq or 512sq.
Monday, September 13, 2010
Thirty Four Facial Controls
ok, I'm calling it. September 13th 2010... all of my characters for my film are done.
Here are the facial controls for Thiry Four
Here are the facial controls for Thiry Four
Sunday, September 12, 2010
Corp. Ayrshire Skeletal Retargetting Test
Retargetted some MoCap data (as per an assignment for the CA610 course I am taking) onto my Animation Skeleton for Corp. Ayrshire. I used Maya's built in system for retargetting using joint labels, the whole process was much faster (MUCH MUCH FASTER) than expected as a result.
There are still a few issues:
1-The mesh has deformation problems in the shoulder, elbows, butt, and knees... but that is because this scene file that I retargetted to is an OLD file from before I set up my corrective blendshapes. Needed to go that far back to get before when I set up Edit Rig controls and Joint Limits.... and.... I was too lazy to import my corrective blendshapes and re-set them up in this older file for a one-off assignment like this.
2-There was 1 more joint on the feet of my character then on the MoCap input skeleton, as a result, I would need to do some cleanup on the toe bend to make sure I don't get slips through the floor.
3- Similar issues with the hands.... obviously. Would need to animate the hands on top of this.
However, I am very pleased with the results, Maya has done a great job transferring the gist of the motion and putting it down to the A-pose that I built my character in. The Input Skeleton had no upper thoracic joint as mine had, but the motion came through nicely anyways. Also, I had to scale the input skeleton and lop off the first 127 frames of the mocap to set up my Neutral Pose/Rest Position, but the transfer worked great from there.
Here is a link to the video (will swap out for an embed as soon as Vimeo processes):
There are still a few issues:
1-The mesh has deformation problems in the shoulder, elbows, butt, and knees... but that is because this scene file that I retargetted to is an OLD file from before I set up my corrective blendshapes. Needed to go that far back to get before when I set up Edit Rig controls and Joint Limits.... and.... I was too lazy to import my corrective blendshapes and re-set them up in this older file for a one-off assignment like this.
2-There was 1 more joint on the feet of my character then on the MoCap input skeleton, as a result, I would need to do some cleanup on the toe bend to make sure I don't get slips through the floor.
3- Similar issues with the hands.... obviously. Would need to animate the hands on top of this.
However, I am very pleased with the results, Maya has done a great job transferring the gist of the motion and putting it down to the A-pose that I built my character in. The Input Skeleton had no upper thoracic joint as mine had, but the motion came through nicely anyways. Also, I had to scale the input skeleton and lop off the first 127 frames of the mocap to set up my Neutral Pose/Rest Position, but the transfer worked great from there.
Here is a link to the video (will swap out for an embed as soon as Vimeo processes):
Bus modeling and Rigging finished
Yesterday I finished the Modeling for the Bus after having done a bit more Rigging on Thursday. All told, about 15 hours in so far. Here's a look at the Rig:
Next up I have to UV, and texture. Hopefully I'll get around to that and maybe even materials creation by tomorrow.
Next up I have to UV, and texture. Hopefully I'll get around to that and maybe even materials creation by tomorrow.
Thursday, September 9, 2010
Wednesday, September 8, 2010
Monday, September 6, 2010
Sunday, September 5, 2010
First Actual Render Test!!!
Very basic light and composite setup (no dust yet) and no facial controls on the cows themselves (just opened mouths and rotated eyes) but even still, I am extremely pleased with the look of this render test.
Friday, September 3, 2010
New Rig Test Videos
Here is the Herd Cattle's skeletal rig:
And the completed Corp. Ayrshire Rig with face controls:
And the completed Corp. Ayrshire Rig with face controls:
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