Monday, 10 July 2017

2nd Year: Resit Submission Post

Pipeline 1

Head Modelling

Body Modelling

UVing

Skinning

Rigging

Facial Rigging Part 1

Facial Rigging Part 2

Facial Rigging Part 3

Texturing

Turnaround


Pipeline 2: Lighting & Rendering


Mental Ray Part 1: Samples & Quality Control

Summer Work: The Daily Update!



Summer Work: The Daily Update!

High Res Modelling Torso

High Res Model Full

Buttons and Belt

Normals Applied

Face Mila Material Progression


So apart from the rendering process, this part was very interesting. I've always been curious on how to create and apply normal maps, and I can definitely say that this is very helpful and will use it in the future.

Sunday, 9 July 2017

Summer Work: The Daily Update!

Nose Rig Added
Eyelids Added 
Brow Controls Added 
Final Scene Clean-Up
The Part was probably the most difficult as it uses an immense amount of blendshapes, and even though I had already named everything I still struggled to finish this sucker up. I do understand Blend Shapes a lot better, but I still need work. Apart from one bug in this rig, the whole thing seems to have come out okay.

Summer Work: The Daily Update!

Facial Rigging Start
Head Joints
Head Controls 
Mouth Ribbon 
Mouth Joints 
Mouth Controls
Facial Rigging (Like Rigging) isn't too hard to work out. I found binding the head and working the method for working to be very enjoyable and I really felt like I've learnt something from this. The only hard part was the mouth ribbon spine.

Saturday, 8 July 2017

Summer Work: The Daily Update!

Tongue, Gums and Teeth, Added 
Facial Blend Shapes



Blend Shapes Intergration

Eye Following Control


The Cheeks have been given the "Thinning Treatment" I did implement the blend shapes and set the drivers so when the jaw rotated, the model would change. The part was also not so difficult but still took a reasonable amount of time. I do struggle with blend shapes, but that probably due to me being a bit out of practice.

Friday, 7 July 2017

Summer Work: The Daily Update!

Base Shapes 
Leg IKs
Foot Controls
Kneecaps
Hip Movement
Spine Controls
Arm/Hand Controls
Hand Controls
Master Control and Colour Coding
Visibility Control
Reattached Head
So this was a pretty nice process, rigging. Overall there are a lot of things to be taken into consideration when doing this, how the model is made, how the model is skinned, etcetera. If you've done the work well before then this part is not very tough, but if done incorrectly this can butcher your whole model. 

Monday, 3 July 2017

Maya Tutorial: Linear Workflow

So the idea of linear workflow is to under a few fundamentals. First up is the difference between 8-bit, 16-bit and 32-bit images. 8-bit images uses an algorithm that is consistent of 2^8, creating 256 colors in RGB, so in total there would be a total of 16,777216 combinations for color. 16 but would be over 281 trillion combinations and 32 bit would be over 79 octillion combinations, so that's a lot of color. What more interesting is that 8-bit and 16-bit images will round out to a whole unit, so for example 3.4 would round off to 3 and 4.9 would round up to 5. So the image can be optimized.



Now this tutorial is a little out of date as it being shown in Maya 2013, so there is only so much I can do. I understand the technology and methods Maya uses to an extent in order to render a scene and create an image. Having certain render settings either "Washing-Out" or "Bleaching-Out" an image due to it trying to recreate the original is understandable, and whilst this technique may not be as present in the current version of Maya its nice to understand how to ratios of lights and dark's clash to make the image.

Things like exposure, contrast and Gamma can give a scene realism in places you wouldn't expect, because of things that are lost in traditional renders rather than optimized renders. This can also be applied with things like Portal Lights, Ambient Occlusion layers, HDR Lighting and Final Gather Render options, its easy to see how a simulation of realism could be simulated, rather a brand new version of realism is "Created".

I know these images don't do this tutorial justice, but I do have a better understanding of how this technology works, and how it can be applied to certain situations if the need for it arises.

Also (Side Note) another thing to consider is the values a computers screen can export for you can effect a render of even a product. This got me thinking about how a lot of screens in media wouldn't be the same, not just in the sense of settings (E.g. Contrast, exposure, Saturation), so would the product than needed to be rendered need to be tested on multiple screens in order to get as true a render as many screens can portray?

Thursday, 29 June 2017

Summer Work: The Daily Update!

Ribbon Spine Created 
Rig Fully Created



Knee Skinning Refinement

Head Connections Reworked 
Fingers Skinning Refinement



Arm/Shoulder/Elbow Joints Refined

Neck Skinning Smoothed

Ribbon Spine at Work

Initial Leg Skinning Refinement

Legs Fully Skinned and Smoothed

Pose Space Deformers, Arms

Pose Space Deformers, Wrist
Pose Space Deformers, Pelvis



Pose Space Deformers, Boots

Model Fully Skinned


Skinning in a weird way is a lot like modeling, You have to constantly refine, refine, refine, until you either get something that works or something your happy with. Like UVing however, this process can be a little hard to figure out but gets easier the longer you do it.

It is important to save a lot of your work though, as well as name and organize everything, having the joints named in the skinning menus is super handy rather than having to constantly look at your model, your rig, the menu, and rinse and repeat. Doing this just creates so much less work for yourself, and helps you even further down the development line.