Tuesday, May 29, 2012
Monday, May 28, 2012
Playing with hair and fur
Took the opportunity to play around with hair and Fur using Inari. Sadly I was having problems getting what I wanted to make it look like. I color coordinated based on what it was rather than sticking to all white because this was just for testing.
Labels:
Other,
Spring 2012
Wednesday, May 23, 2012
What I was doing over the last few days
Small tweaks to Poe's face based off art team review on Monday. (eyebrows needed to be moved in somewhat)
I thought some about my Thesis and wrote up some things that I possibly want to think about when I am writing.
- What previous Techniques were and how they were employed and why
- Games that used traditional animations
- Cinematic in game
- Pre-rendered
- Things to remember about cameras in general
- Rules of cinematic camera work (180 rule)
- Techniques for dramatic story- how to portray characters through camera to show importance and things like that
- I was looking through a few books that I have to think up some camera ideas for when want to start my story boarding process.
- Why do I want to use motion capture for a camera?
- Camera in scene that is made. Help make camera move realistically (shaky cam, steady cams)
- It's fun
Over the last few days: (monday and tuesday) I worked primarily on Penned tasks. I created 2 "cardboard cutout" models, Lit and Relit part of the Radiant Path, and worked on a Paint Over for our cinematic scene. I will be back on finishing the Poe Model for Rigging today!
Friday, May 18, 2012
Thursday, May 17, 2012
Thesis List of Expectations
Thesis: Cinematic Cameras - Working with Pre-Rendered Cut Scenes vrs Real Time and How to make them synonymous.
Modeling Requirements:
Modeling Requirements:
- Simple Environment
- Simple Character
- Character will most likely be a re-purposed character that can be switched later on due to time. or tpose
- Will need a very simple animation loop on it so
- Textures will probably be a simple Occlusion Pass rather than anything fancy
Camera Requirement:
- Design a cinematic camera to convey a simple story of the motion capture studio
- Story board will be provided along with research on why I use the shots that I use
- Set up cameras in Maya
Pipeline Requirement
- Find a way to transfer the pre created information out of Maya and use it to control camera movement in at least one engine (UDK or Vision)
- Depending on the difficulty and time involved bringing it into the first engine I will attempt to get it into the second engine- but this will be a low priority.
Kaffi List of Expectations
Kaffi:
Concept Art
Model
Current Progess:
Concept Art Color Blocking
Concept Art
- - Posed art piece fully colored
Model
- - Model in her concept pose in zbrush
- - High detail sculpt
- - Rendered Image of Sculpt for final output.
Current Progess:
Concept Art Color Blocking
Labels:
Kaffi
Poe List of Expectations
Concept
- Basic concept of the idea
Model
- Stylized Penned Model to be rigged (Rig will be done by Natalie Burke)
- Face, Hair, and Base will be all solid pieces
- Game Asset
- Bronze Shader will be applied when it is in vision.
Progress:
Concept
Model
Monday, May 14, 2012
Planned Projects for Summer 2012
Project 1: Edgar Allen Poe Bust (Penned) - STYLIZED face
Poe Bust Start |
Project 2: Kaffi Model in Zbrush
Project 3 and Thesis
Cinematic Camera Thesis
Will include a basic modeled environment of Motion capture studio with a character in the center for camera to move through as example and Thesis paper.
Compare cinematic cameras using maya, UDK and vision with same environment.
Spring 2012 Projects
Fish character made for a facial animation group project. Created using Nick Zuccarello's Facial Topology as a starting point. Assignment required making a mesh that would be able to morph between other faces using the same Topology
Angel Statue created for Game Penned. Created statue to be used in a collection mechanic.
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