Thursday, January 2, 2014

Render test - realtime

Here is a test before I matte paint the crap out of this and texture - I may edit the boobs - but it was too goofy not to keep

Big City Titty

Here is an intro animation test to the film I am working on....LOTS to do. Matt painting and hand animated fog

 

This is the first pass on look and texture blocking
More to come


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