I'm a 21-year-old student currently studying CG Arts and Animation. I'm amazed at how much I've learnt and I'm excited for what will come along the years
Showing posts with label Final. Show all posts
Showing posts with label Final. Show all posts
Friday, 10 May 2013
Fish Process
I started off by re-texturing the fish, just because I was happy with how limited it looked - he needed life. I took him into Mudbox and stuck a really nice scale texture predominantly on his stomach. I'm very happy with look of the fish now.

Rigging
This rigging process was achieved by pulling together all the things I already new about rigging - It was like a jigsaw. I saw loads of tutorials online but they were all way to extensive, so I made my own. It is mostly made of very simple joint chains with a Control that controls the rotation values of the joints chain's hierarchy, which make the end joint move at 100% and then parent joints are halved in power. This give me a smooth wave like motion.
However sometimes it had its funny problems.

Rigging
This rigging process was achieved by pulling together all the things I already new about rigging - It was like a jigsaw. I saw loads of tutorials online but they were all way to extensive, so I made my own. It is mostly made of very simple joint chains with a Control that controls the rotation values of the joints chain's hierarchy, which make the end joint move at 100% and then parent joints are halved in power. This give me a smooth wave like motion.
Blendshapes
The eyelid blendshapes for the fish was always going to be difficult, but I think have done a very good job at creating some convincing eyelids.
(Army!!!)
Skinning
The skinning for this character was very easy! and it all works smoothly.
Female process
The Modelling process
The modeling was completed very quickly, the lack of legs on the model gave me a huge time advantage.
I created a stumped leg, this way I still get the IK leg without the hassle of a foot.
The modeling was completed very quickly, the lack of legs on the model gave me a huge time advantage.
UV
Rigging
Rigging this character was a little easier than the male simply because she has no legs. I didn't want to rig this character with an imply leg underneath, because when skinning the joints it will become problematic. so I did this -
I created a stumped leg, this way I still get the IK leg without the hassle of a foot.
The rig is very simple, but it does the job.
Blendshapes
The blendshapes for this character was more successful than the male, I think this is because I modeled this character a little better and by this point I had some experience working with blendshapes.
Skinning
The skinning was just as difficult as before but the face was very easy which I was very grateful for!
Pose
I picked this pose because it is the one we see her do at the end of the animation, it gives her a nice flirtation characteristic.
Thursday, 8 November 2012
Friday, 8 April 2011
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