Wednesday, 29 February 2012

playblast of an old scene i went back and reworked

After I had cleaned up the walk cycle I then had to set about making the motion path which will enable me to make the walk cycle travel across the room without having to animate the walk over and over again. I achieved this by doing a walk cycle on the spot, making sure that all the poses were correct and then applying the principles to the movement, which allow the action to look more fluid. Then once I was happy with that I then went into the graph editor in maya, which can be seen at the bottom of the image above, and keyframed the base control of the hero rig to translate forward for 72 frames on the Z axis. This allows the rig to move for as long as I determine along a straight path. This method saves time whilst animating cycles and also allows you to make sure that your poses cycle flawlessly which will enable the walk to look as good as possible in the final version.

I went back into a previous scene to fix some of the problems with the walk cycle to make it cycle more smoothley

more playblast tests of additional scenes

various stages of animation progress with playblasts

Here are several stages of playblasts to show the development of the final finished scene.

Wednesday, 22 February 2012

door model

Final image of the finnished door frame. The wood texture is now coming through nice on the bottom panel and I have managed to keep the border on it. The glass texture is working well and it is now ready to be included into the final set.
This is the border getting lined up correctely with the window pane.
I took the panel completely off the door and I deleted the whole middle of the panel so only the border was left.I then put the texture just on the border and put it back onto the main door frame.
For the bottom part of the door panel with the protruding wood, for some reason the wood texture wasnt quite sitting well on the rest of the door frame. You can see from this image that the texture seems slightly darker and more grainy then the rest of the door, So I had to take out the bottom door panel and alter it so the texture would show.
This next picture is showing how I applied the wood texture once I had finished it in photoshop. At this point I had also changed the colour of the handle to grey/silver as it better suited the new texture.What I also did was apply a window texture for the glass, For this I took a photo of a window in my house and applied that straight as a texture which worked really well.
Here is a wood grain texture which I made in photoshop for the main frame of the door.

Here is the various stages which I went through in order to create the door which I shall put in the corridor, As I felt that having all of the doors in the corridor taken away was a bit repetitive.
I started of again with the same steps as before, with a basic shape I then molded into the door frame and the handle. I experimented with various colour schemes but I decided that white was just to bright for the rest of the scene. So I went on to alter the colours in the next images.

fire exit model

This is a close up from various angles of the fire exit signed featured in the main hall of the set. I applied similer steps to the making of this prop as I did the plug socket. For the screws I created two spheres which I then halved to look like the tops of screws. The rest of the sign is a simple rectangle done to the size of my choice and then I applied the fire exit texture which I created in photoshop.

wine bottle prop

This prop is featured in the office of the building. I textured the bottle light green then alterd the transparency of the mesh to allow light to pass through to give it the illusion of a real glass bottle.

plug model

This is a multiple view of the plug socket which I modelled for the set. This was created using the same method as the rest of the props. I started with a cube and molded the shape to how I wanted, then I took a sphere and duplicated it, cut it in half which made the screws. I textured the plug socket plain white with bronze screws.

update images of props for the set


This is the 3d model which I made in maya for the set. Each item added into the set wil lhelp to create the feeling that this is an environment which has been lived in. I started the model from a cube and extruded the shape out until I had reached the desired effect. I then added a plane white texture to the model, and took a screenshot of the polygons to show the make up of the 3d model.