Wednesday, 5 July 2017

Road Test


Test to see how to make a racetrack follow a hilly-ish terrain - Similar to the Isle of Man TT.  

Monday, 3 July 2017

Xgen - Hair Test 6



Been trying to learn how to create hair in Xgen. These workings, are my way of figuring out the software. There is alot of screengrabs and little notes which I have made, but I am still unsure if this is the correct method, but I think the results are getting there.






Thursday, 29 June 2017

Xgen - Hair Test 5



First attempt at making the hair dynamic, A linear Curve modifyer is used, which is simple to set up, but there are so many settings to make it look and feel like hair. I have not got it yet, as too elastic from beginning to end, but its starting to work.

Xgen - Hair Test 4


Still testing hair for myself at the moment, as its a super complex task, and not sure I will carry on as it gets trickier the further you go. I wanted to animate natural hair but think its too big a task at the moment. Arnold has been used as well for the render. 

Wednesday, 28 June 2017

The Bull - Look Dev


Experimenting with modelling faces, as a 2D drawing is far different to what is actually needed in the 3D world. I have used a character from last terms project (The IRS agent) and just trying to figure out how to make the pass in 3D for him.


Tuesday, 27 June 2017

Monday, 26 June 2017

Xgen - Hair Test 3


Still testing, but getting abit more comfortable with the settings. Starting to understand how to manipulate the individual hair clumps. Its still really messy, but served the purpose of how to try and style the front. 

Saturday, 24 June 2017

Xgen - Hair test 2


Same base curves as previous, but further research into Xgen settings. gives the ability to move separate hair clumps. Also figured out how to get a first render - as it doesn't work as you think it would as there are some hidden settings.

Xgen - Hair Test 1


For this first test, curves where just roughly placed as not to complicate things. Its very rough but can see the basics of how the software works and how accurate you will have to be with the curves to build the actual model. But I do want to make disnyish hair, so will carry on learning this method.

Thursday, 11 May 2017

Adaptation B - Reflective Statement

I feel the modeling stage of this project went really well, with guidance from the tutors I was able to achieve a fully modeled, rigged and textured character model to what I think to be at quite a high level for my 2years experience in the Maya software. My critique went well and was happy to hear that I could carry this project into next year. I thought that my idea for the narrative section of the project has strong origins for character development and cinematic values, but due to the time I spent on the character development and asset, I neglected to think about the core narrative principles of premise and names. I plan to go back to the beginning of this project now, so I can develop the core story and plot.

The criticism that I did receive, and totally agree with, is my lack of explanation to the processes that I am using on my blog and that I need a more professional approach to my blogging language. I do find how to express myself a real challenge and this was totally reflected in my presentation, I stumbled on words and forgot to talk about the most important part of the narrative which would of really cemented the idea. I'm not taking this as a negative though, just want to work on rectifying the problem.

But, I'm super happy with the progress I am making and quite excited to develop my adaptation B project to the next level in year 3.

Tuesday, 9 May 2017

Adaptation B - @Alan Extra Renders



Hi Alan, would you include extra turn around renders of these poses, going for the whole Tankgirl attitude or keep as stills, Do you think they work, thanks


Sunday, 7 May 2017

Adaptation B - Teeth


Getting a real strange shadow on the front of the teeth,  which is getting on my wick. as I cant see whats causing it.

Adaptation B - Colours Back


Taken a render from the face cam, the rig is fun to use, though the mouth is quite tricky to get a natural shape, but will keep trying

Adaptation B - Colour Management computer says NO


After struggling with a face rig, I had to reset my prefs due to a joint issue. However the face rig all works correctly, got to sort the teeth out, but all my colours have gone sqiffy, so battling to get my colours back - what fun

Thursday, 4 May 2017

Adaptation B - Lighting


Got stuck on the face today, just always looked muddy, so thought I would have a try at the lighting.

Adaptation B - Round One


First round, to try and get abit of life into the skin, this is just as tricky as everything else has been.
Will carry on working as still not there yet.

Wednesday, 3 May 2017

Adaptation B - Leather Test


Trying to get the spec right to create leather, think this a better attempt. looks less like plastic to me


Tuesday, 2 May 2017

Adaptation B - Rig Test


Got a odd twist in the lower shoulder and can now see the wrong shape in the chin, which I have struggled with from the beginning. But still liking, I can now try and get a bit of life into the model.

Adaptation B - Body Rig


Body rig completed and all working, had a late discovery that some of my joints had mirrored oddly due to a pref setting on my machine, the rig all works correctly apart from the rotation is not mirrored so one arm moves up and one down when both Ctrls are picked, but individually its all dandy. So my machine is safe and not been launched out the window.

Monday, 1 May 2017

Adaptation B - Leather Jacket


Trying to make the texture of a leather jacket, but just looks like plastic at the moment.



Sunday, 30 April 2017

Thursday, 27 April 2017

Adaptation B - Deformations


Checking the twist and arms of jacket, just to see how bad they deformed when sort of posed.

Tuesday, 25 April 2017

Adaptation B - Torso Blocking


Blocking stage for the torso, there was alot of separate pieces to make the torso, but I think the initial stage of blocking has worked as everything seems to be staying together where it needs too.

Adaptation B - Skin Blocking


The first blocking stage of skinning, and the glove does fit the hand and stays when flexing joints, so the gloves can be taken on and off the model, if needed.

Adaptation B - Normal Test


Tried a quick normal test, to see if I could work zbrush and that the UV's worked correctly as they where twisted, but it all seems to work, so will go and try and make the trousers look more natural.

Monday, 24 April 2017

Adaptation B - UV's


All seemed to go to plan, apart from the trousers that have twisted across pretty much the whole surface.

Saturday, 15 April 2017

Adaptation B - Hair Progress




Progress on the hair, the left side is nearly done, apart from whispy bits. So carrying on with the final layer on the right side today.

Tuesday, 11 April 2017

Adaptation B - smooth check - ignore bonnet and bumper


Wanted to check what certain panels look like with light on them - Still a long way to go with everything, but could look cool if I can refine everything to how I want it, though proving itself tricky.



Adaptation B - Bootlegger Modelling Progress


Monday, 10 April 2017

Adaptation B - Car Progression


Splitting and Modelling each section, slowly turning into the car. I will be getting back onto the Character model this week, as my file corrupted on friday, and needed to get into uni to get the file from the baseroom.

Saturday, 8 April 2017

Adaptation B - Car Test


Testing a modelling video for the car. Already run into a few problems with the door pillars, as not sure how to tackle these yet.