Tuesday, June 29, 2010

Cheap expensiveness

Ok, the title doesn't make any sense. But basically I've got the wallet dynamics down and ready to go...ish.

I'd better do that shot myself, just in case something goes wrong.



Whatcha think? Just a dummy texture on the photo until we have something else to go with.

Camo?



This is my hat in the ring regarding Camo on the rabbits. I'm a little iffy either way. Brad was right that it does make it a little busy, but by the same token the plain orange might be... well, too plain.

Ideas?



One idea later, this is what happened. Brad suggested that the bigger camo-style shapes work better, and perhaps take it down 30%. I took it a step further and took it down to 50%... 30% looked too similar.

Music, timing, fur and militant rodents.

So! More music!

This is getting closer to what I was hoping for I think. I've re-arranged everything to sound better and work together sounding similar, but hopefully not the same and too repetitive. It's only midi, so it's not perfect. Still, I'd like to think it's pretty damn close.

I've taken our first previs and stretched it around with AE to match our music timing to our key actions and cuts. It looks pretty nice to me, but I'll wait for your OK's before I go around saying it's perfect. I've added the timecode thing too so we know EXACTLY how long the shots are supposed to be, rather than just taking a good guess like we did last time. We'll still have the extra frames added in for the sake of editing and tweaking, but it'll be a lot cleaner work than last time.

Watch, listen and comment!

Music, timing and furry military rodents.

Bump N Text 01




So as you guys can see the texture I did that bombi slapped on his animation in the earlier post pulls the texture around its neck a bit(im still workin on this).

It may not seem like much but it has alot of work in it. I'm going to go on a rant here...

Ok so first I did the texture and stuff, including an 'army' like pattern on his cloth although when i finished it, it just looked off. Just this morning I deleted the whole pattern and have decided it should be plain orange. Why? Because it draws emphasis off the whole form, there's so much value and shape in his arms then the rest of his body that it just looks ridiculous. This is my opinion but I'm feeling pretty strong about it at the moment.

Also since we are creating 3D, a medium that can look extremely plastic looking at times I first decided to try and give some bump on his fur....which turned out to look like he was made a grass or had just been beaten with a the end of a metal cleaver. So I thought about it and came up with the concept of 'bump noise'. If giving him a bump on his fur looks weird, I would need to imply that his fur is actually smooth and everything else is dirty and gritty. So the concept of 'bump noise' is to break up the shapes of his clothes and helmet (maybe even the environment to some degree) with a very light gritty texture. You can see if on his helmet, and that same texture is applied to everything but his fur.

Also did alot of tweaking with his cloth bump which I think has turned out quite nicely, now all I have to work on is his scratches and bump for helmet and vest. I also changed his eyes to the same green in the concept art cause green goes well with orange(you can see it on a colour wheel).

Thoughts or anything ive missed out on?

Thursday, June 24, 2010

Same noise, pretty texture

Same clip as before, except this time he's textured and moves his hands a little. Texture is still only rough, but it gives a better idea than just a flat orange.

Rendered with a single Maya software pass and a single directional light with a 2 degree angle for raytraced shadows, depth 5.

Enjoy!

Orange Texture test

Legging it

Leggy run cycle



Modeled, rigged, textured and animated in 2 days. Given, it still needs to be tweaked and fixed, but not a bad effort I thought.

Yes, there are still some dodgy paint weights. Yes, there's a seam along the inside of his pants. Work in progress...

TARGA CAN GO SUCK A BIG FAT...

OK! So it turns out .tga sucks for textures. It doesn't save a proper transparency map. Use .png for anything with a transparency map. Or just another .tga map if you really want to. I might.

We'll still use .tga for exporting the final renders. Just not for texturing.

Trench Post Final

I do 3D good!:P

Wednesday, June 23, 2010

Barber Dwyer



One last prop for today. Well... 2, really. Some barbed wire, available in 2 lengths! The shadow is retarded, but hopefully it won't be noticeable when we use it.

Tuesday, June 22, 2010

Completely stumped

Another short prop post. This time it's a dead tree. And no external maps for this one, no sirree, this is all procedural texturing. (That means it's faster to render and a smaller file size!)

I thought it would be funny to blow a hole in it too.

Dead tree...

Brick wall prop

I did this at home on ye olde maya 2009. It should go into 2010 with no worries. Procedural texture with a targa bump.

Brick wall.

Orange's Family Photo


Hey guys, tell me what you think.

It's not supposed to make that noise...


I've done some fixing of the orange rig. You don't realise how broken something may or may not be until you start using it. Good thing I did too, I didn't want to come across these problems later down the track...

So Orange is fixed, and I did an animation from the 11 second club with him today. From the new Dr. Who methinks...

Whatcha think?

Watch it on Vimeo here!

Sunday, June 20, 2010

Leggy


Nnnneeehhhhh... It's legs. Not sure what to think of it.

Meh. Gimme some feedback before I start doing more work on them.

Modelling to be done

We're a little behind on this modelling thing so far. We need props. This is just a list of the first things that come to my mind. Feel free to add or edit! We only really need one of each of these props. They will be so dispersed across the landscape, we can just duplicate and spin them around.

Each prop must be a stand alone object. Character props will need locators for constraining for animation.

Environment:
-Rocks
-Broken fences
-Tree stumps
-Barbed wire
-Half brick wall
-Corpsified hand

Animated:
-Bouncing helmet
-Closed wallet
-Open wallet
-Dynamic wallet
-Photo (texture & rig)
-Guns (need to be textured and finished)
-Legs (Yikes! Totally forgot about these!)

All the above needs to be modelled, textured and rigged asap! I'll be starting with the legs today.

Thursday, June 17, 2010

Rig-a-Rabbit

Orange is fully rigged and raring to go! And not a day too soon.

-Full IK/FK blending on the arms
-IK feet with world space position locking constraint
-Adjustable stretch length on all limbs
-Reverse spline IK for the back, turns sympathetically with the head.
-Facial controllers for 53 blend shapes plus tongue, teeth and eyebrow deformers
-Non-spherical eyes that maintain their shape
-Smoothing presets
-Reverse foot bone structure for foot rolling and pivots.
-IK target driven thumbs. Should work easier than ye old FK...
-Ear controllers for flipping, flopping and twisting.

...ooh, and his controllers are colour coded!



Saturday, June 12, 2010

Environment Start

Early beginnings of our environment, never did a custom bump map so I tested it out and it seems ok. Needs SHITLOADS of more details, props and textures but I see it slowly coming together.

Saturday, June 5, 2010

Rough Test of Sky for Next Previz


Ok, trying to tie up the loose ends and get a start on everything. This time its the sky. Ive got the TIFF files with different layers of clouds on them. Im sure after we put them in after effects they will need to be scaled down, but in general I can only get an idea after we shove it behind the characters (aka: previz). So ill bring in the TIFF files and add them to the Crosshares folder.

Its POOP, but at least its a start!! There will be so much improvement to come!!

Also the original TIFF files are 4096x2304 so we have breathing room.

Thursday, June 3, 2010

Mudbox is a go go

RE-Blended

SO! Here's the fixed re-modelled, re-UV'd, re-blended Orange and his 53 cousins. Ho-ly shit.

Wednesday, June 2, 2010

Possible Title Shot

Shot 10 - Gross Close up


Rough speed paint so we get a bit more meat into the next previz. The current aspect ratio is 2048x1152. Twice the size of our film's. This shall test if I need to go up any further. Next is sky which will be 4096x2304 so we enough playing room with it when we shove it in.