Monday, July 11, 2016
Wednesday, April 13, 2016
Saturday, March 19, 2016
Thursday, February 18, 2016
Sunday, February 14, 2016
Monday, February 8, 2016
Sunday, February 7, 2016
Sunday, August 23, 2015
Monday, August 10, 2015
Wednesday, August 5, 2015
Wednesday, July 22, 2015
Tuesday, July 21, 2015
Thursday, June 4, 2015
Wednesday, December 24, 2014
Saturday, September 6, 2014
I finally finished the body rig. I'm pretty excited with how cool it ended up with all the functionality and the abilities it has. I'm not sure when exactly I'll start rigging the head but I hope I'll have the time to finish this.
As I already said in a previews post, I'm starting iAnimate on Monday and I'm planning to take some sleep and regenerate my batteries during this weekend.
I can't wait for tomorrows 6am (!) welcome meeting with Jason Ryan!
Thursday, September 4, 2014
The rig is based on several techniques from tutors, Supinfocom courses and personal experimentation trying to achieve the best and most appropriate result for every part of the character.
Ribbon rig on spine and head,
classic IK/FK with stretch capabilities on arms and legs (since the body is more like a human, I tried not to add extra cartoony controls on these),
Extra controls on hands and feet for faster animation.
Spline IK with FK controls on tail for extra control (to be attached)
Ribbon rig with 3 main curve controls and 6 extra on bones fot tongue (ready and waiting to get attached too)
I'll leave the head last because of a totally different philosophy rig based on joint+blendshape correctives for expression.
Also on Monday I start iAnimate. I'll try to work and add things little by little in parallel with the animation courses.
Thank you for following!
Saturday, August 30, 2014
Probably the final textures. Ready to dive into rigging. It needs to apply some break of symmetry here and there but I'll do this with fresh eyes, after the rig has been done.
Here is a fast and simple vocabulary for people outside the industry
mesh = the 3d model made by polygons
3d modeling = the process of creation of a 3d object/mesh with careful placement of polygons in order to have a precise topology flow for further treatment.
3d sculpting = actual sculpting in a 3d environment on the base 3d mesh which is subdivided into millions of polygons (like cells)
texturing = the process where the textures on the mesh is applied through 3d/2d painting techniques
UV layout = the "map" of the mesh unfolded on a 2d space (U/V= X/Y) so the textures can be applied.
Rigging = the process where a rig (skeleton) is constructed in order to have an animation possible mesh.
Rendering = the phase where the shaders (materials of the meshes of a scene) were applied and the "rendering engine" is computing the lights of the scene delivering an almost final image/video.
Compositing = a post process where different rendering passes (like color pass, shadow pass, reflection pass, pass for depth, fur etc) are composed into one final image/frames and other image correction layers are applied for the final polished result.