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AIE – Assignment 1 – update

2012/03/17

well ive had some major setbacks, the usual frustration from memory lagging and crashes when i havnt saved in a while, but on top of that, twice my main project file was corrupted and ruined, forcing me to redo several things. ive barely started on texturing! gotten on finished, several to go…
annother minor problem is that when im setting up my diffuse map, maya automatically assigns it to the transparency slot aswell. that would be helpful if i actually wanted it to do that. anyway. heres the some random renders i made along the way…

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AIE – Assignment 1 – update

2012/03/09

we’re pushing thru the texturing phase of the assignment at the moment, ive made normal maps and AO maps for two of the 8 UV maps i plan to use for my section. it took a while, but i figured out how to get some good results from xNormal, so the remaining maps shouldnt be a huge issue to get normal maps for. considering space on the texture maps has lead me to drop a few things, i probably wont have a mummy assett and make do with less rocks/dirt. but one thing i will want to try and make room for is some kind of wall damage, similar to what Dean showed us on tuesday.

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AIE – Game Level Assignment concept

2012/02/26

first post for 2012, so far we’ve had 3 weeks of class exersizes relating to import/export assets into game engine, concepting and texturing, all to get get ready for assignment 1. first asignment is a group assignment, in which we’re teamed up with students from the programming class to build a game level of some type that will function within the Gamebryo engine. my particular group has decided on a fantasy dungeon setting and my section will consist of various corridor assets which can be then proceduraly generated to make a random dungeon every time. the other students will work on rooms (prison cells, torture room and a treasure room) which will join onto the corridors i make. we did the concepting for this level this week, next week we’ll be exporting a gray box model and begin building assets.



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zBrush and Nergal

2011/11/04

ive been trying out zBrush last couple days and it looks good so far. ive mainly just played around with some different tools and only tried to seriously make one thing with it at this point, and that is the character i created last year for Ian’s class. Ive decided i want to call the character Nergal (previous name “Azotep” didnt feel right to me). Nergal was a lesser deity of Sumeria, hes Lord of the Underworld, although he seems to not hold true power over that realm.

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Texturing

2011/10/25

renders of some texturing i did today… stupid glass, doesnt know its supposed to be see thru

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Mad Max model

2011/10/18

just posting some recent renders. not new actual assignment stuff to show, other than the spotlight which will be in the final assignment. the v8 interceptor is something i started over the weekend.

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Making AO and Wireframe Shaders

2011/10/03

i still forget how to do this and always end up referring to simons tutorials from last year or looking for new ways to do it. I think for the mothman model i used the vector render method for the wireframe. but i prefer the way simon showed us, i guess its easy to forget because we only did it the once and right at the end of the year. so i decided to write out the steps and take screen shots to help me remember how to do it, then i thought i’d post it up on here since it’ll look neater on the blog than in a word document.

Create Ambient Occlusion Shader
1. In the Hypershade, create a new Surface Shader, rename to AMB_OCC_Shader. Select the renamed shader and go to Graph>Input and output Connections to show everything in the work area.

2. Then find “mib_amb_occlusion node” and drag it into the work area. Middle mouse click the AO node and drag it onto AMB_OCC_shader. Select “Other”.

3. in the Connection Editor, on the left side, highlight “outValue”. On the right side, highlight “outColor” and close the Connection Editor.

4. Select AMB_OCC_shader and in the Attribute Editor set “Samples” to 128 or 256, “Spread” 1 to 5 and “Max Distance” 1 to 5.

5. Apply material to object and Render.

Render The Wireframe
1. First duplicate AMB_OCC_shader and rename it to wireframe. Select Shader Group (if it is not visible, select Wireframe shader, then Graph>Input and Output Connections).

2. Now in the Attribute Editor, find the Mental Ray section and then find “Contours”. turn on “Enable Contour Rendering” and set “Color” to black and “Width” to 0.5.

3. Now open the Render Settings, make sure Mental Ray is selected and go to the Features tab. look for the Contours section and turn on “Enable Contour Rendering”, set “Over-Sample” to 3.

4. Look for “Draw By Property Difference” (just beneath Contours in Render Settings/Features) and turn on “Around All Poly Faces”.

5. Apply wireframe shader to object and Render.

Baking Ambient Occlusion To Texture
1. Before baking, ensure that a project is properly setup, the object is UV unwrapped, the normals are facing the correct direction and edges are hard or soft as needed.

2. With Rendering selected go to Lighting/Shading>Batch Bake option box. Ensure that “Use bake set override” is ticked, “Color Mode” is set to Occulation, X, Y Resolution and File Format are set to the required output. Setting Final Gathering to maximum will give better results.

3. Press Convert and Close to Bake texture. The baked texture can be found in the projects renderData/mentalray/lightMap folder.

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3D Atlantean Sword model

2011/09/30

ive been working on game model of the Atlantean Sword from the Conan the Barbarian movie (original), its not finished, but getting there.

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Pixelation Loop

2011/09/11

ive wanted to do this since cookies class last year, seeing niall’s pixelation reminded me of that. so last weekend we went out and tried it out. its just something simple that shows what you can do with pixelation.

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AIE – Animatic Assignment

2011/09/11

ok so i never got around to posting those storyboards… sue me, ive pretty much finished with my part of the animatic now. its all rendered out and ready for submission and it was pretty fun to make once i’d gotten into it. i added a few more shots as needed to flesh out the story abit more, such as showing the dragon in pain and getting angry as well as another climbing shot, a close up shot of the hero character when he notices the dragon approaching and a shot from the dragons perspective as it moves into position for battle. i threw some music by Chaos Theory as well because i thought it would go well with the scene. so this is all of my part of the assignment, i think brad still has some work to do and pete hasnt shown up all week, so he’s prolly yet to begin animating. but i might post the entire finished short movie later on…

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