Some final renders before I begin animating my scenes. Looking at them now I can see that they may be a bit too dark so Ill fix that as I go.
Saturday, 25 April 2015
Friday, 24 April 2015
Thursday, 23 April 2015
Environment Progress
Making progress on the cavern environment. Need to change the Lighting, so that the egg isn't as dark. But other then that, I'm pretty happy with the outcome.
Monday, 20 April 2015
Friday, 17 April 2015
Environment Assets Modeling
Modelling some extra details for my environment scene using the sculpt tool, cutting down the modeling time of stalactites significantly.
Egg modelling Progress
Modelling progress for my Hookworm egg. I have been having a huge amount of fun in Maya playing around with the sculpt tool and seeing what it can achieve.
Creating environments and assets before hand was quite boring and repetitive but now I can play around with them a bit more and create a model that looks more organic then if it was created through a smoothed polygon cube or other mesh.
Creating environments and assets before hand was quite boring and repetitive but now I can play around with them a bit more and create a model that looks more organic then if it was created through a smoothed polygon cube or other mesh.
Wednesday, 15 April 2015
Hookworm Rigging
Here are the rigging stages I went through to get my Hookworm moving. There are a few more tweaks that need to be made but that will come once all of my other models are ready to go. These images are from my second attempt at rigging as the first attempt went badly wrong. Remember to merge different models together before attempting rigging, otherwise you get an active body and one lazy head.
I started by plotting out the Joints as you normally do and then joined a CV curve onto them as a foundation for the later movements.
Cluster's were used to make it easier to grab hold of the Curve's vertices and then nurbs circle's were used for the main controls.
An example of how the rig moves.
I started by plotting out the Joints as you normally do and then joined a CV curve onto them as a foundation for the later movements.
Cluster's were used to make it easier to grab hold of the Curve's vertices and then nurbs circle's were used for the main controls.
An example of how the rig moves.
Final shots of the Model and its controls, how the worm moves and a video showing the Model moving in a unrealistic way just to show how it moves.
Hookworm: modelling Process before rigging/ Textures
Just some images from the modelling process of my hookworm. I started off with modelling a snake like head and then modified it into the shapes that I wanted to give it less of a generic worm look and more of an alien creature type appearance.
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