Posts

Showing posts from November, 2019

Ship Modelling Update | Minor

Image
Today I worked more on the ship model for my animation. This included simplifying some of the geometry. This was the rendered result. I'm quite happy with this, and the geometry is looking much better than it was. With the lighting and shadow too, the boat is looking a way I am quite happy with.

Nelly Orthographs | Minor

Image
Below are the initial orthographs for Nelly. She will be 3D modelled to be in the initial “real world” part of the animation. Front view Orthographic Side view orthographic

Ship Body Model v2 Complete ship | Minor

Image
I finished redoing the model in today's Maya class

Ship model Body v2 | Minor

Image
After a discussion with Alan, the initial version of the ship's main body was wrong due to the geometry not flowing and this would cause issues with UVing and texturing the model. Therefore I restarted the modelling with planes, and extruding these to create a track that I could then fill in. This will allow a more successful process.  Unsmoothed Smoothed

Ship Body Blocking | Minor

Image
Today I got the rough blocking for the rest of the body of the ship done. This still needs a few tweaks but it getting there. I am a bit confused as to what to do with the top of it as this is something that simply doesn't look right. I think I'll bring this up with Alan on friday. The masts and sails will be made as 3D elements as otherwise they would not work in terms of the sails and flag moving in the wind.

Desk chair orthographs | Minor

Image
Below are the desk chair Orthographs. These are part of the fully 3D CG section, so this has a lot more detail in it than the 2D ones. As a 3D model it also has a front, side, back and 3/4 view to aid modelling.  The 2D ones will only have a front view due to how I am making the models.

Pirate ship modelling | Minor

Image
Today I began the modelling of my pirate ship. In realised that I made this a little frustrating for myself due to the irregular and stylistic way that I chose to draw the ship.  Overall I’m happy with how this is looking so far, I applied coloured lamberts on he windows to make it easier to see how they will look roughly when textured. I intend to continue this tomorrow as well.  A little note is that the reason the orthograph is slightly pink in the background is that this helps me model more easily as I struggle with black lines on white paper. Making this a pale pink makes it easier for me to see. 

nCloth Cape | Maya Class

Image
Today we were learning our first bits of how nCloth works. We did this using a cape as an example. This should prove very helpful for making some elements of clothing work in future projects.

Assets to be produced | Minor

Image
I decided that to help me move ahead on the production of my Pugwash film, I needed to figure out exactly what elements I needed to produce in order to be able to move forward with my film. I am still working on my animatic, and have yet to make it look as i would like it to. I am also facing a bit of delay on this due to Adobe issues, which I am attempting to fix. However, below are the elements I will need to produce for the animation. Matte paintings Bedroom (Nelly) Party room Above the world On board the ship Cave Landscape of colouring Ryan’s workshop Props - 2D 2x leg “trees” Chair (party) Waves Shrimp Volouvants Mouse (this may need to be 2D rigged) Champagne cork Hand with cigar Pirate ship Sharpening trees Erasers Ink bottles (5 different styles) Paint bottles Paint brushes Props - 3D Chair (bedroom) Computer Mouse Glasses Speakers This list should hopefully guide my process a bit more. I will produce orthographs for these. Th

Dynamics | Maya Class

Image
Today we began our maya class with posing Moom within 5 minutes again. This was my result. I had used the wrong controls in the spine, causing an issue in the pelvis and the back to become over stretched. His hand also clipped through his knee, which clearly would be painful for anyone!!!! Below is the corrected version. Dynamics class Today's main lesson was on using Dynamics to rig awkward or unusual elements in characters such as tails, tentacles and trunks.  This dynamic system using nHair reacts to a Spline IK curve to create reactive movement in relation to a control or other movement within the scene.