Showing posts with label orange. Show all posts
Showing posts with label orange. Show all posts

Wednesday, September 15, 2010

Where would we be without shakes?

What would our film look like if we didn't have shake? Something like this:


And here we are in the land of dystopian green. There's a few errors to address pointed out in the image below...



...now comment, you bastards!

Friday, September 3, 2010

Thursday, August 19, 2010

MY BACK!!



AAAAARRRGH I'm sadistic.

Friday, August 13, 2010

OMFG Aliens!


Ah, lol...

If rabbits could fly...


Experimenting with some clever distortion and stretching techniques, should we decide to make the animation even wackier. Then I got carried away with photoshop.


Yeah, that was too much fun...

Wednesday, August 11, 2010

Buddy Flick

Working on previs most of today. This is another test of the rigs, another few tweaks and fixes, plus some useful paraphernalia to promote the film. Neil and I did these ones, did you want to do another one Brad? We left space on the board.




There's still some minor texture tweaks to make to:
-Blue & Orange's ears
-Orange's neck line
-Bump texture on Orange's face
-Orange's eye specular and reflections are doing something funny. I'll get to fixing that soon.

I think Blue's texture is ok for the moment...? I changed the file format from .jpg to .tga and we made his eyes brown again.

Thursday, July 29, 2010

Orangey goodness



Here's Orange. Just because he's badass. I changed the size of his gun and updated all the textures to his most recent iteration.

Also, his hand was broken. I noticed while pre-vis-ing...

Sunday, July 4, 2010

Blast of Orange's Gun Colour






Gun basically finished, rigged, textured and bumped. Some UV's are off but that can be fixed later

Tuesday, June 29, 2010

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.

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

Tuesday, June 22, 2010

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!

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!



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.

Monday, May 31, 2010

Mudbox Test


Never tried it before, so I just played around in it and I've felt I've got a good grip on how to do shiz so..........YAY!!!!

Blendshapes Ahoy!


Allow me to introduce to you Orange, and his 39 blendshape cousins. Haven't done the tongue yet... but... SHUT UP!

Now to gui...

Sad widdle wabbit


Dawww... Unhappy wabbit... Note the new eyebrows. Not rigged yet. Texture needs to be improved upon this, some surface details and eyes for example.