Friday, 26 August 2011
Thursday, 25 August 2011
Wednesday, 24 August 2011
Thursday, 19 May 2011
Next I split the faces on the mushroom cap, so I could get a better shape to it and match it up with my drawings. I used the split poly tool for this as the edge loop tool would have circled itself around the entire mushroom, and having too many polygons on the stem is just unnecessary.
I then pulled and scaled the edges around around until I had the basic shape, and from there I tweaked with the vertices until I was satisfied I got the right shape:
Below I started to tweak the top part of the stem and get more of a curve into it, like I had in my drawings, so it starts to flow a bit more:
The lower part of the stem looks a little thin in comparison to the top part, and doesn't give much of a sense that it would work. It feels like it would snap. So I shall concentrate more on designing and exploring the base and lower stem of the mushrooms, since it must hold all that weight up and have some sense of the real to it.
Then I made a small cylinder with the right diameter for the base of the base and placed it at the top of the curve. I deleted the unnecessary edges on the bottom and selected the face, then the curve and extruded (with many segments not just the default 1). In the image below you can see in the second image, that the extrude is equal from top to bottom, and since the growth of vines usually becomes thinner at the tips so I played around with the taper control, made it thicker at the tip and in the last image thinner.
I then pulled out the curve, and altered the mesh slightly since it's still connected to the extrude control. I played around with the points and vertices to create some funky results, but for now I've stuck to the smooth curves. Until putting all the elements together I won't know for sure if I want to keep that flowyness to them, and I have feeling I'll lean more towards the tests below, to create something more natural, and more stylised in the process.
Below, I repeated the same steps to create these 3 interlinking vines:
I quite like the way they've turned out, but I feel that the vines need more in-depth study on paper as quick sketches and scribbles can only give me a limited inclination as to the shape and composition as to how they should look and I felt I spent more time tweaking the vines and thinking about how to make them work together, than taking the composition from paper and doing slight tweaks to match it up.
Wednesday, 18 May 2011
Monday, 16 May 2011
Saturday, 14 May 2011
There are a plentiful supply of this kind of style, quick speed-paints and concepts artists typically do for personal benefit or work, but there are very few that take this into the 3D environment. From the images above, there is a good sense of depth, and particularly with Rodney Funtebella's (the two top right images) work depth enough to decipher how that object/environment would appear if it were real. It's easy enough to create. With Goro Fujita's work (top and bottom left and mid top) there is still depth and could still be modelled, but on a lesser scale, less 'concept art for purpose' and more 'concept art as an illustration,' and this is the area I would like to work on. Building upon the concept art for illustration and delving further to create a flatter image.
So for the innovations project here's my abstract:
Saturday, 9 April 2011
Friday, 18 March 2011
And the problem was that they wouldn't move around at all, it just didn't happen:
That and there were some lovely new models that would replace the nurbs ones. Due to everyone getting along with their tasks and wanting to start animation as soon as, and work to get it done in time for render, I decided to have a dab hand at rigging mushrooms. I was given a basic setup to start with, so I knew where to put stuff according to the world space:
After setting up the mushrooms, I opened a fresh scene and put two mushrooms in and started my foray into rigging mushrooms. If you ever want to rig a mushroom here it is:
Below are the quick tests I did after I'd finished rigging and weight painting them, to see how they bounced and squished in the test scene:
Tuesday, 15 March 2011
Over the past few weeks I've been helping anywhere I can with whatever I can. Animation hasn't started yet because of huge problems with the apprentice and hunter rigs, mostly with their weight painting and lack of facial controls so while that gets fixed I've been making my way through a pile of textures and after finishing them, there's now a lot less that has to be done or thought about for everyone else. So a little mission accomplished there, for now.
It's actually been rather nice to take a hold of doing something else, because I feel I'm getting way more achieved than just going over much testing and testing of the rigs for weeks on end, that aren't nearly ready for animation yet due to lack of facial control. Because of actively knocking more and more stuff off that huge to-do list, everything seems to be piecing itself together at a better rate and I've taken a big load of someone else's shoulders who'd have had more work to do. All good :) So when the rigs are fully ready, I can jump straight into animating and get going on that and working to get lots more knocked off that list. Awesome.
Below I have laid out most of the textures I've been doing and stuffed a couple in the same shot because as they are just variations of a similar type, they didn't deserve their own spotlight since they're pretty much the same kinda thing. They're done by near enough an order of start to finish, however they've all been screen grabbed since finishing this section first so extras such as with the first image, a few variations were done later:
After working away on the low lying plants and trees of the jungle, next on the texturing agenda was the mushrooms. My favourites to texture along with the bulb plants, no idea why these appealed to me but at the time, painting these just came to me and I decided I loved mushrooms! It was nice to get given 4 different mushrooms to texture, 1 was without the circular (red-blood-cell-looking-things-on-the-sides) 2 mushrooms the same, but one had 2 small mushrooms poking out and the other didn't. The last one is not there because the tiff really didn't like the Maya view port at the time, but that one has a huuuge top and I'll point it out in a later post if it gets snapped.