Showing posts with label autodesk maya. Show all posts
Showing posts with label autodesk maya. Show all posts

Wednesday, 26 September 2018

26/9/18 - Maya Class - 5 Minute Moom

First 5 minute Moom

Today in class I used maya again for the first time in a few months, I should really have picked it up more over the summer, I had a little difficulty simply remembering/locating controls initially but it  came back to me and I was able to very quickly position Moom. I think firstly to improve I need to find the right camera angle initially and model from that perspective as moving around the model as I tried to change the pose just became confusing as what looked right from one angle looked completely wrong from another. 



Monday, 12 December 2016

Narrative - Environment Modelling

I actually totally forgot to take regular screenshots of the modelling process as I was going, these are the only actual modelling stage ones I remembered to take. I brought the house plan in on an image plane and then set to modelling everything in place from there. We will have a lot of image planes for a lot of the house items, so the basic model looks a bit bare. 



Thursday, 29 September 2016

Maya - 3 Pose Movement Sequence

My chosen initial pose, with 2 additional key poses to create a 3 pose movement sequence. 



Playblast of movement sequence so far.
Next step will be to refine the poses further and sort out any odd movements between the key poses. 


Monday, 25 April 2016

Fantastic Voyage - Bacteria Modeling

It took me a little while to get the system worked out and down, but I'm now pretty confident with how to create the textures for each of the image planes I am using to create my characters with in Maya. 
I went with image planes as I feel this style will fit a lot better with the platformer video game feel, and the animation I can apply to these will also work well, with repetitive movements. 
Each bacteria is made up of at least 4 image planes, body, jaw, and 2 legs, then for the later mutations there is also an arm. The jaw will rotate up and down to look as if the bacteria is chomping, and the legs will move up and down to look like steps as it moves around the environments. The arm will also rotate on the later models. 

I made the textures in Photoshop from my concept art designs, chopping them up into the sections needed for each moving body part, and then also creating a transparency layer so Maya would show just the image and not the entire plane.


There are a *lot* of different files, which is a little confusing but  it has a definite logic to it that if I stick to then I'm fine. 

These are what I have so far, in each one the legs and jaw are parented to the body. 


However an annoying little glitch is Maya also does not seem to like me going in and reloading a texture once I have already applied it, say if I had to go back into the Photoshop file and slightly alter it (which I've had to do a few times). It messes around and applies the colour layer or the transparency layer file, whichever I most recently uploaded, to both colour and transparency, and I either have to just apply a new texture over the top with the new updated file, or delete the model and start again.

But, I have a system worked out now, and although it's repetitive and can be frustrating I'm definitely making progress. Now just to finish image planing the other 2 bacteria, and then do the same all over again with the antibiotics, but with more limbs and also weapons. 

Onwards! 

Monday, 29 February 2016

Maya Tutorial - Rigging and Skinning I - Part 1: Legs

Today in Maya we started creating a basic rig for a humanoid body shape. Feet, angles, legs and hips set up here.




Monday, 22 February 2016

Maya Tutorial - Texturing 1 - Maya Fur Part 2: Santa Hat

Original Santa Hat Model:
 


With furs applied:
Polar bear/porcupine on bobble, polar bear on rim, and duckling on main body.



Final Render:
Ducking fur with added scraggle and no inclination.


Maya Tutorial - Texturing 1 - Maya Fur Part 1: Intro to Maya Fur

Original bear fur:
 


Playing around with adjusting lighting and densities:





Final Bear Fur:



Bison Fur:



Bison and bear 50% fur:



100% porcupine fur:



100% sheep wool:



Bear, Bison, Porcupine and Sheep 25% each mix:



Polar bear fur original:



Polar bear with different darkness densities at 0.2 increments:



Bear fur:



Bear fur with baldness:



Bear fur with checker effect:



Bear with checker and scraggle:



Scraggle removed, clumping added:



Clumping removed, testing out roll:



Baldness mapping:


Maya Tutorial - Texturing 1 - Shading Networks: Sampler Info Node (Reflectivity)

Original:
 

 
 

 Final Render:

 
 
 Final Render with smoothed background shading:


Monday, 8 February 2016

Maya Tutorial - Assembling a Scene

In today's Maya tutorial we were taken through how to create a basic scene, starting with a room with a window and door hole, then adding a door and blinds, then being free to do what we liked with it. I however was a bit dim and forgot to save the scene, so when my Maya crashed shortly after finishing the tutorial and having made my desk, filing cabinet and half a pot, I then had to start all over again from scratch. I was not pleased. However going over it again has really solidified the basic processes for me so the crash I guess did have some use, and I found I was much quicker second time round, and manage to remake the room and all it's features, plus make new and more objects, and set up all the lamberts for the components. However I did not get on to lighting or adding further detail and furniture. I will probably come back to this scene in my own time to add more to it though as I did quite enjoy making it, and I'm looking forward to creating my Maya modeled environments for Pet Hate. 

View of the completed room. 



Pot, table legs and doorknob with edge smoothing. 



Different angle



Monday, 4 January 2016

Maya Tutorial - Texturing and Shading 1 - Shading Networks: Sampler Info Nodes

1 - Double Sided Shader

Textured front of page


Textured back of page

2 - X-Ray Shader


 Translucency (X-Ray Lambert)


 Added Colour


 Adjusted Ramp


 Added Ambient Light


Added Glow to X Ray Lambert

3 - Rim Light Shader

Grey Model (first 4 renders I forgot to render through shot cam whoops) 

 Original


 Ramp plugged into incandescence on blinn

 Swapped ramp black and white


Ramp black set 0.5 


 Grey model colour set on ramp white

Softened Light

Colour Model



 Original

Coloured ramps plugged into incandescence, but not hair, shirt, jeans

Shirt, hair and jeans ramp colours plugged into blinn incandescences 


Shirt colour gain increased, lighting refined/smoothed