One more extra character - barely noticeable in the film but still there:) I did Motillo in a really technical and sketchy way - basically I've traced the shape of the butterfly wing and apply the texture map on two sides of wing. Used gradient as a layer mask on both textures and inverted one to reveal second texture on the other side.
Due to the size I am not going to enhance the look of Motillo as I was going to do earlier just because the details will simply be not visible in the final shot :)
Thursday, 23 August 2012
Wednesday, 15 August 2012
Beetle Texturing
Couldn't get my head around the texture painting inside modo and did it traditionally via uv maps in Photoshop instead. I am not going to work on details here as the beetle will be very small considering whole composition.
Tuesday, 14 August 2012
Beetle paint problem
Friday, 3 August 2012
Ivy leaves
Long time since y last upload due to side job but have squeezed some time and found a slot to do the temple vegetation. Obviously I not consider it as a final render as more texture details has to be applied especially on the right side of the temple and need to tweak the leaves so they are in a correct position.
Tuesday, 17 July 2012
Branches and roots
Did update to my temple project and have added some roots and branches to the facade. Initialy wanted to make dead bald and pale roots but like the way sun reflecting texture details. Still few bits to do like dandling creepers over the entrance and ivy plant above, and some patches of moss around bottom of the trunk . Render time is reasonably low so far so some enhancements should be still ok.
Monday, 9 July 2012
Grass Test
Grass and vegetation has been created as a few single versions of weed, plant and grass clump and then slightly modified the copy of the same item, made density map for the hill to distribute a vegetation only for visible angles and made use of replicators settings.
Managed to decrease render time from 14:30 min to 2:35!!! :)Have lowered density and antialiasing options.
Managed to decrease render time from 14:30 min to 2:35!!! :)Have lowered density and antialiasing options.
Monday, 2 July 2012
Texturing Foolio 1
Finally have defined Foolios texture and materials he's made from. Have also applied some materials wear including corrosion and scratches. I wanted Foolio to be made from precious materials like gold, Nickel, Platinium etc... as according to polish proverb ''Speech is silver, silence is golden'' - yeah exactly, this is the reason Coolio who speaks a lot and giving commands to Foolio is made from silver and Foolio - is silent golden/amber idiot who obediently executes Coolios demands.
Thursday, 28 June 2012
Texturing Coolio 1
First stage of texturing Coolio.
Still to do: I want to apply some labels on the torso, placed eyes behind the goggles, some more scuff and dirt on the bottom exhaust, and perhaps some details inside the see-through mohawk.
Still to do: I want to apply some labels on the torso, placed eyes behind the goggles, some more scuff and dirt on the bottom exhaust, and perhaps some details inside the see-through mohawk.
Thursday, 21 June 2012
Coolio Model
Today I've finished stage of modelling the second character - Coolio. I may add some more details but I think texturing will do the job rather than additional wheeling and dealing with modeling.
Next one is UV map and texturing stage so will see how this will look at the final stage as have only a rough image of the characters textures in my mind...
Next one is UV map and texturing stage so will see how this will look at the final stage as have only a rough image of the characters textures in my mind...
Tuesday, 19 June 2012
Character Design
I've changed quite a lot in Foolios appearance but main idea remained same. With regards to Coolio I wanted him to be - yeah... Cool :) but keep similar character as Foolio - metal, robotic creature. It actually resemble a bit iron man but in a cartoony style. So far I've modeled his initial shape of the head and next will be torso.
Sunday, 17 June 2012
Welding
This is the sort of welding I was on about in the previous post.
And engine exhausts. Need to parcel out the welding details in some places and I'm ready to start texturing it. I also was thinking about adding some liquid animation in the Foolios body...will see cos tempting to do so.
And engine exhausts. Need to parcel out the welding details in some places and I'm ready to start texturing it. I also was thinking about adding some liquid animation in the Foolios body...will see cos tempting to do so.
Saturday, 16 June 2012
Foolio Modelling Stage
I've managed to model Foolios hand by trial and errors method (Spline cage technique) - the very thought of rigging it brings shivers and sweaty buttocks though.
I am planning to add some welding details to hide seams between elements.
I am planning to add some welding details to hide seams between elements.
Tuesday, 5 June 2012
Foolio Coolio - Hula Hula Remake Project
3rd Year Odeon Show gone by and luckily Hula Hula despite of many unacceptable neglects and omissions got first prize for Best Film/Reel at University of Lincoln. First and foremost the render quality from Maya output, animation and rig proved to be very poor, there is no blame however as an overall making process, toggling between software and post production stage was too hectic to make it fully valuable final product.
I decided to remake Hula Hula animation and stick to my pipeline which is mosty modo for modelling stage, possibly Maya for animation and rig and back again to modo for rendering. I may try to animate in modo though since 601 iteration has great animating options geared up.
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