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.
Subscribe to:
Posts (Atom)