Thursday, March 31, 2011

Devil Chaos Chao

A Character i am rigging up for my last and final asset for PCC....this model was created by my friend Robert. This is the proxy geo version of the model, so excuss me for the loss of some geo. I have the basic idea and rig done, however at the moment i cant show you it until it has been finalize.

Saturday, March 26, 2011

PCC2 Renders




All texture and lighting was created by me, just tests renders to see what the character will look like in a pose and under the lighting/texture conditions.

Friday, March 25, 2011

PCC 2


Well this is a dog asset i have been working on all month...at the moment the rig is completed, just need some minor clean-up work,but in all it is done. At the moment i am texturing this dog, it is a bit weird at first since its been nearly a year since i actually shade and light anything, but yea. First Render shot.



Tuesday, March 15, 2011

Create Blendshape

While i saw this unique tutorial on how to make hair systems and the settings for it..i discovered something interesting about the idea of "create blendshape." as i sat there watching it..the use of that same node that we all use for just geometry it can be use for curve,joints and etc. as just and output/input history. like what u use a color blend for..its the same thing but can link that output/input into other things.

Thursday, March 10, 2011

Dog asset



Dog Asset....

I am Rigging this dog, at the moment spent about 20 hrs rigging it, and came across some difficult situations as shown above. This is my first time rigging a 4 legged character. but i am glad with the results. Trying to keep the character clean and less of control icons everywhere,but the idea of better deformation is my downfall. I have a general idea what to do yet the bind itself is a challenging foe. but nontheless i dont give up so easily, hopefully within a week i can focus on the facial features than the body.

Blendshape Gone Wrong




Well this was a funny turn of event. As it comes to my knowledge, when creating a head blendshape to a character for example a dog, the vert count is really important. Not only the vert but the amount of verts from the original model to the blendshape. This was not really a test but a unfortunate accident, on how i dup his head and smooth the original character without knowing the outcome. As you can see the edge quality becomes more than less crap when the blendshape is activated.

I have also done a test on selecting both the original and blendshape head and hitting smooth and it does some bad outcome...test it out if you like. But in the end i have figure if your planning on smoothing the character anyway..smooth it and then dup the heads...

Wednesday, March 9, 2011

Morning





Test animation on the flower. I had my good friend do a simple animation for i can see what is needed to be work on, as in the weights or how the pedals and such bends.

Flower Power!


Flower Power!
Yea i agree it is totally random to show an image of a flower but, i was ask today to "rig" or i should say make this model for animator friendly so i did....didn't took me long to make a rig for this since it is such a simple model. However i added a few things for my personal test on deformers and such.

Wednesday, March 2, 2011

Hand Animation

This is a test animation that i have done, just to show a finger test on how it folds and such...i have some weighting issue but this is like a couple ways down the save files. soon this model will be fully animate ready, even tho it is fully rig, just from my stand point it is not ready

Face Rig Troubles

Attempt 2 for my face rig...the first attempt was a somewhat successful achievement to do. I learn the value of more joints does help transition between large areas. The reason for the second attempt is for a more useful face rig...able to rotate and a better fall off between the area of the face. Furthermore having the local rotation of the controls facing the correct way would be helpful if selecting the right and left side of the face. Well i hope i can make a useful face rig that can be animated.