Wednesday, 6 February 2013

Stylised Character Taken Further

If you read my previous character post then you know I wanted to re-do a hair grooming project and focus on speed. Well I took that one step further and I have taken on a complete character project.

The inspiration of this character came from the love of figure skating my girlfriend has. Since I initially just wanted to focus on the hair, I left the design stage until I had a hairstyle I was happy with. Agreed, this is a strange way of working that I have never done before but I think it was the right way to approach it.

You will have seen a lot of posts on this blog concerning hair grooming and you might have noticed a sense of frustration, until now anyway. This time, making the hair couldn't have gone smoother. Admittedly it's a simple hair style with no dynamics needed but I really think this has been my most successful attempt so far. By converting Nurbs into Curves and finally into a Hair System I achieved the look I was going for. 

Once the hair was complete I finished modelling the rest of the body, gave her deep blue eyes and gave her some Sub Surface Scattering. 

So here she is, ready for competition. I modelled a beautiful competition figure skating dress with a double layered skirt, skin coloured tights and detailed figure skates. I finished her off by tweaking the SSS, applying some make-up to the face and adding some simple silver earrings. 

There is always room for improvement. In this case I would love to add crystals to her dress but realistically I don't have the time to carry on modelling when I still have the rigging and the dynamics of the skirt to deal with. Thankfully I can always add the crystals even after all the rigging and skinning are done so hopefully I will have the time to do that. 

Linear Workflow Interior

This is something I see time after time and something I'm sure most people in the CG world have come across. I'm not going to go through the method of linear workflow as there are hundreds of tutorials out there (of course if you really want to know you can just message me)

So here it is. I wanted to focus mainly on lighting so I kept the modelling limited. It's just a modern living room with some slightly reflective surfaces and a huge light source coming from the right of the room. I tested this same scene in both Mental Ray and Vray and I have to say Vray is definitely the way to go! 

and as always ... if I had more time (oh if only) then I would make some slight adjustments which I have illustrated below.

Maya Stylised Character Project

After working over the summer for Dinamo Productions I found myself with a lot of spare time on my hands and a showreel that is in need to improving. I have looked at Maya's nHair features before but I found it so frustrating that even though I got a good result with my previous character, I still found my work flow to be very slow and frustrating. So I decided to explore Hair grooming and dynamics further.

I designed and modelled a stylized character with an interesting hair style that wasn't flat and that had multiple layers and accessories to make it more challenging. I'm not going to go into detail on how I made this but I will say it took a lot less time than it had previously taken even though I still used the same GMH method as I did with the previous character.

There are still some improvements that need to be made but due to time I won't be carrying on with this character for now. I do however want to do another hair project and focus on producing it a lot quicker than I have before.

Helloooooo Blogger.

Ok so it's been a while since I have updated my blog. I know ... I've been bad. The truth is lately I have been finding other ways of interacting with the animation/film industry. I spent a lot of my free time updating my website, my LinkedIn and also Twitter.

Now I have never been a huge fan of the whole Twitter idea but I'm starting to realise how good it actually is! I'm finding it great getting any news stories from the animation/film industry once I have followed a bunch of Twitter accounts. I am also finding it the best way to find out when a job comes available in a company. LinkedIn and Facebook are also good ways of finding job opportunities but I have found Twitter to be the place to go to.

Anyway I'll stop boring you all and post some of the stuff I've been up to the past couple of months!

Saturday, 2 June 2012

Night of Fire Cinematic Trailer

This is a short cinematic sequence I co-directed along with Matt Oliver and Sam Townsend for our Degree. I would like to thank everyone who worked with us and making this possible! I hope you all enjoy it :)

Tuesday, 15 May 2012

My Oh Maya: bonus tools

So I realise that these last posts have been very boring and quite technical. I havn't been able to show you any more cool stuff from Night of Fire (even though I really want to!) because it's so close to the Glammies and I don't want to spoil anything. I will continue to post the technical stuff for NoF and also a bunch of tutorials and blogs that have helped me with the making of the film.

This latest Blog I have found is called My Oh Maya by Steven Roselle and it covers some really cool stuff that is very helpful. This is probably the most useful Blog I have come across!

What caught my eye on My Oh Maya was the contious updates on the Bonus Tool features in Maya which is a collection of a bunch of free scripts and plug-ins that will speed up your workflow (Some of these are very basic and you would think Maya wouldn't need the use of a 3rd party plug-in to sort it out right?)

Link to the bonus tools post in My Oh Maya:

Link to a random tutorial that also goes over a feature in bonus tools:

Link to download the bonus tools:

Maya 2013 and Beyond: Animation Workflows for Games

Here is a link to what looks like a very interesting Webcast that will be shown tomorrow. It will show Steven Roselle going through some of Maya 2013 new workflow features in the context of animation for games. Even though I'm not an animator ... this should still be very interesting :)