Animation/Design
Thursday, December 13, 2012
Monday, December 03, 2012
cityscape
Thursday, November 15, 2012
Friday, November 09, 2012
Mr Mini Wheat rigging
Heres a snapshot of the rig so far. My goal is to make it flexible enough where the animator can push and pull the character in to what ever shape they desire keeping it consistent with the existing 2d animated version of Mr Mini Wheat. This will include body, mouth and eye reshaping controls. Ive also built controls for floating the mouth and eyes around the face.
Monday, October 15, 2012
Saturday, October 13, 2012
cityscape (Work in progress)
still texturing the smaller buildings. Ive also started working with maya fluids building clouds and atmosphere...
started texturing the smaller buildings...
some more details...
added the base color texture to the roads and sidewalks. im also playing with the lighting as the scene progresses
modeled another super tower last night. should have a few more over the next few days, then uv and textures will begin
added a fee way in the back ground, and reservoir in the middle for a focal point
I modeled a new hero building for the foreground.
Friday, October 12, 2012
Thursday, October 11, 2012
Cityscape
I just started this new cityscape design last night.. At the moment I'm building the layout using simple shapes to establish the basic forms. I'm also doing some research into what kind of buildings I'd like to see and for what resolution the models and textures need to be. This camera will be the approximate viewing distance for the final render.
I should have another render tomorrow with a more populated layout. cheers!
Wednesday, October 10, 2012
Some simple character models I'm working on at Chuck Gammage. I built up an eye rig for the green guy (top) to deform the eyes into different shapes. The eye balls and lids also squish into the body model using a sculpt deformer so they can be moved around the body keeping it chartoony.
(below) another little guy Im working on...
Sunday, August 26, 2007
Monday, June 11, 2007
Wednesday, May 02, 2007
Thursday, November 02, 2006
the testing never ends!
Ok, so I've started using displacement maps with varying resolutions. The detailed modeling plus bump mapping just wasnt giving me the results I wanted. Displacing the actual geometry with maps seems to be the way to go in this situation when trying to compromise with rendertimes and acheive the detail that I want at the same time.