Wednesday 28 March 2012

Shells and Bones...

A few bits to populate the scene with:


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I'll have the skull also joining these on the floor. Lots to do still though!
 

Tuesday 27 March 2012

Monday 26 March 2012

Lighting and Texturing Tests So Far...

This is my current scene:
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These are all on going, it's just what I've been up to the last few days. Coming along nicely though :D

Saturday 24 March 2012

Modelling Update...

Femur bone:

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Unfinished UV Progress:
 
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Skull Update...


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It's been tidied a little and given much better new teeth, seeing as the cartoon pirate ones weren't really working :P

More to come soon!

Maya Tutorials: Week 23...

Animated Instances:





Caustics:
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I had a play around with the colours to see what I could get. This is DEFINITELY going to be used in my environment :P

Glass caustics:



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Physical sun and sky: 




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Mental ray mia material x:


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Progress Post...

I haven't posted anything in a while so I thought I should prove that I'm actually doing something :P

Human skull progress:
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Cauldron Progress:
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And a shell:
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The shell is looking more like a screw than an actual seashell at the moment, but that's easily fixed. The skull and the cauldron are coming along nicely though! All going well currently, modelling-wise, so onwards! :)

Monday 19 March 2012

Figurehead Model Progress...

She's looking very elegant at the moment too:


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This has turned out surprisingly well for my first attempt at human modelling.  It's not supposed to be too realistic because she will be a bit rotten when it comes to texturing. Also, I'm not necessarily going to smooth her, I've been softening the edges as it fits better with her being made from rotting wood.  She's going to have a row of pearls pushed into her chest and a head band to act as some extra detail.  The modelling has worked out surprisingly well and she's become much more elegant since yesterday. I'm looking forward to adding her final touches soon! :D

Sunday 18 March 2012

Cauldron Update...

Okay it's getting to its final stages now which is great:


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Silhouette 1 and 3 are only mildly different as 1 has spindly bits emerging from the ridges in the back shell. The reference for this is a combination of a scorpion shell and the beckonging seaweed curls.  Th curls on the cauldron, seen best in the bottom images, are going to be a recurring theme, as well as the idea of having 6 of some things.  The cauldron will have 6 legs, there are 6 tall beams around it. All because the Sea Witch  is large part octopus and would have 6 legs and 2 arms.

Also, the back shell is now supported by the cauldron, it isn't moulded into it somehow, and the actual basin/pot part the sea witch would use is going to be half a shallow clam shell.

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I think that once I get texturing and playing with lighting it'll sit really nicely in the scene.  I've been playing around with the idea of having web-like transparency around the cauldron. There's a lot more experimentation to be done yet but it's looking good! I've been feeling really anxious about this project over the last week or so but things are looking up more now so, fingers-crossed, it'll all work out fine! :P

Maya Tutorials: Week 22...

Aimed Instances:

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Displacement Maps:

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Maya Software.
Mental Ray Using mid grey:
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Mental Ray Non Sub D:
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Mental Ray Sub D: 
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NURBS Displacement:
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Final Gathering:
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Global Illumination:
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Playing with the photons reaction to colour.