Sunday, December 22, 2013

Editing and rigging - Week 2 crunch

I removed all tris on this guys face exterior (except eye interiors) the Tris where not helping the head like the hero (which I already edited) and getting this guy ready for prime time. Making expressions  rigging  and finishing unwrapping. Making a kick butt mech arm for him. Next week I have to start texturing and such and editing  animation






Saturday, December 21, 2013

New mech designs - more practical and realistic

Here are a couple new mech designs for the film I am working on

I redesigned the main tank making it more practical. I am including a female mech for the final scene. That has to be done by next week and rigged as well as unwrapped. I finishing her up Monday giving her some standard darth vader like mouth pieces :P and etc. I need to have the villain rigged (head guy by the end of Monday


Sunday, November 17, 2013

What you see is what you get - Real-time sexiness DX11 shader test

Here I am testing out my visual look and i got the displacement map to work with Direct X11. I missed a step. I will update my tut on this later. I removed the vid for now.

Here is a bot   (which I am still editing)  animated and working in the lair. What you see here is pretty close to the renders. Everything will look real - time. I included a render for a comparison


Friday, July 5, 2013

NO ROOM TO FLEX HEEEEERRRAAA

Arm rig test....with Arm puldges a success. There is a sculpt deform now in the arm that simulates the arm muscle curling under the skin. I had to unbind my guy's left arm due to Maya forgetting the weights I painted and add dual Quaterian rotations to get the forearm looking good. I removed my radius and Ulna bone set and went to a simple forearm due to time.

Sunday, June 9, 2013

Still working on getting that comic book feeling

Hard to balance a look of a comic book with a touch of realism but it's getting there. I need to test out his skin with the Vray skin shade. Concept arting and rendering and animating OH MY


Saturday, June 8, 2013

Vest texture test -

I am still editing but this just might work!!

Tuesday, May 14, 2013

Some more details

Adding details with Jack Kiry flavor. I added Quantum locking to the legs....look it up it's way cool

Monday, May 13, 2013

The Mantis

I am still adding some detailing

I kept some earlier on Jack Kirby concepts so my other designs don't feel out of place

Monday, May 6, 2013

Hard Surface is like crack - Urface is German I think for AWESOME



New robo upgrade. Going to try to finish -  rig and uv unwrap this week.

Sunday, May 5, 2013

ROBO DEATH

Making a new Killer Robot for this short with COOLER bits. I just might ditch the other one or make him a red shirt robot (star trek term - look it up)


Friday, May 3, 2013

Render drive by



Okay first light render pas with initial light for city scape. I haven't added light from buildings yet. Man balancing a Jack Kirby look with shapes and realism. Is rough. Texturing is tricky. I will post samples soon



Thursday, April 4, 2013

Render test City

Here is the first test with Physical Sun and Sky for the futuristic city. So much to do in a small period of time and taxes.  I will add more bouncing lights and photons to this guy with neon glow using incandescence.  Wish me luck.




Wednesday, March 20, 2013

Secondary character animation

I animated this doctor for the short I am making and No I will no have my voice in it. LOL

I included a facial tick. I don't know why but I like it. She is not a main character so her overall appearance is not important. She will be talking through a video hologram display. The head I generated for this pipeline was with procedural software. The same used in Killzone 2. It's cool for a rushed pipeline but the head needed some edits. I usually model the whole thing but she is an NPC ( to use a game term)  and I am juggling 3 projects. My main focus for this is the animation.


Tuesday, February 26, 2013

Jack KirbFiying stuff

Adding Jack Kirby elements to the mix. TONS to do

Sunday, February 17, 2013

Punk upgrades

I have gone in and reworked the geo on this guy. Some of it I was like...WHAT WAS A THINKING?? Late nights and modeling don't mix with me. I also decided I wanted him to be a bit more anime like. I never thought I would say that. Just over the top stupid looking and more teched out. I may still add more







Stylization research.

I am looking for this type of hand painted texture look for this short. I have a lot of texturing but I am liking the saturation balance




I thought I would add my friend Chris's work on all Orcs must die as another character template reference

Tuesday, February 12, 2013

A little something I did for another class


I used Maya and Photoshop to imitate the famous Canadian artists known as the 7, defining Canada's unique artistic voice at the time (1920's) finding inspiration from impressionistic works.

Push to get blocking done

I need to try to get it done with in the next few weeks. I shall post more animation blocking after this week!!!

Rigging like a retard right now!!! BRANDON WHERE ARE YOU!!!!??????

Sunday, February 10, 2013

Rigging the bad guys

Villain retopo-ed!! Now it's time to add all accessories

I have been researching looks and I think a more saturated one could be fun since this was originally based on a comic book. I even considered black and white since the comic was set to be BW in it's current incarnation. (due to printing costs) I will post a collage this week for style and look for the palette I am currently thinking of. I think a huge futuristic city is begging to have some color







Saturday, February 2, 2013

Futuristic city upgrade!!

So the procedural tool Q town worked great for the base, allowing me to generate districts and street segments on this bad boy but today I built all the close up stuff and got them ready to be textured

Getting stoked

Next up is to FINALLY finish the villian head and rig the mohawk guy with all his armor. I should have all minor characters rigged and ready for prime time tomorrow