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Showing posts from July, 2017

2nd Year: Resit Submission Post

Summer Work: The Daily Update!

Summer Work: The Daily Update!

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.

Summer Work: The Daily Update!

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 (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.

Summer Work: The Daily Update!

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.

Summer Work: The Daily Update!

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.

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Now this tutorial is a little out of date as it being shown in Maya 2013, so there is only so much I can do.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 th…