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
Thursday, January 2, 2014
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
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
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
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
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