søndag 24. april 2016

Noroff fagskole: CA03 - Character Animation 03 - Body Mechanics

This week at Noroff, I am animating a character.

Time-budget



Idea development

This is my basic idea.
It's pretty self-explanatory.


Work

Animating a shortes scene like these, in comparison to my other animations, made the work a lot more easier. And I tried as much as possible to stay away from a lot of walking, because it is a lot more difficult and time-consuming.




I made a shotcam, and used Maya's Playblast feature to save out a movie file.

Finished Product


Noroff fagskole: CC5 - Character Creation 05 - Rigging & Posing

This week at Noroff, I am rigging and posing my character.



Time-budget



Idea Development



Work

For the rigging, I started with the feet.


I moved upwards.


Next step was to paint weights. 


By painting weights, you basically control what part of the geometry should move or not when moving the rig around.



Then I posed the character, and rendered three images.


Finished Product




Renderer: Mental Ray







tirsdag 12. april 2016

Noroff fagskole: CC4 - Character Creation 04 - Unwrapping & Texturing

This week at Noroff, I am texturing my character.

Time-budget



Idea development



Work

I started by unwrapping everything for my character, and then placing all of the UV's into one UV-map.


I then used Substance Painter 2 to texture my entire character.
Here is where I should have taken more screen-grabs as I was working on it, but I managed to forget doing exactly that.



Anyway, this is how the textures looked after I exported them from SP2 and fixed them up in Photoshop. Because I used a lot of different materials in SP2, I got a lot of different texture-maps with each of their "stuff" (objects). So I had to move everything into the one map, for each of the maps (Diffuse, Metallic, Roughness, Height and Normal), which took a lot of time. Especially considering each of the maps were 4k-files.






Here I have the textures applied to my character in Maya.
I used a substance-material, which I unlocked in the Plug-in manager.
That way, I could easily connect the texture maps, without figuring out what f.ex. roughness would connect to if I were to use a blinn.







I made the eyes using ramps, no diffuse map.



I then of course used the same lights as last week, and rendered out three different images of my character.






Finished Product




I am honestly a bit disappointed with how the result is. I probably shouldn't have used Substance Painter, because the textures are way to realistic in comparison to how I imagined it. I'm not saying it looks bad, but it looks weird.