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Showing posts with the label Toolkit

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 Mental Ray Part 2: Final Gather Mental Ray Part 3: Linear Work Flow Mental Ray Part 4: Physical Sun & Sky Mental Ray Part 5: Portal Lights Mental Ray Part 6: Mia Material X Shader Mental Ray Part 7: High Dynamic Range (HDR) Lighting Mental Ray Part 8: Displacement Maps Mental Ray Part 9: Ambient Occlusion Mental Ray Part 10: Motion Blur Mental Ray Part 11: Mental Ray Proxies 11 Second Animation Post 1 Post 2 Post 3 Post 4

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.

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.

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.

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. 

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 r...

Summer Work: The Daily Update!

Face UV Layout  Eyeballs UV Layout Eyebrows UV Layout Earmuffs UV Layout Headstraps UV Layout Head Full UV's with Texture Grid Torso UV Layout Hands UV Layout Legs UV Layout Boots UV Layout Belt Buckles UV Layout UVing isn't so much a pain, but rather tedious, how to see what works and what doesn't. The Grid really helps with finding out which spots need to be refined, fixed or redone, as for the UVing process it's not too bad. As stated finding which method to unfold this with can be a little tedious but overall I've got a good result.