Friday, June 19, 2015

19/06/2015

Today i had stepped out Scene 5; Shot 01:




Last night i had put together a demo showreel for next weeks interview into the degree bridging course:


Thursday, June 18, 2015

18/06/2015

Today i had spent the day getting the aesthetic look of the water interaction with Tubbs' face looking better for the style of the film. The following playblast is of a simulation test with meshing enabled, approximate time taken for playblast + simulation calculation = 40 minutes


Wednesday, June 17, 2015

16-17/06/2015

Yesterday and today i had stepped out Scene 5 Shot 04 and began testing simulations to get the right feel and look of the water flow, with problems such as Maya crashing as soon as i start to get into the realistic attribute parameters in Bifrosts simulation software to assimilate a realistic attention, the lack of hardware available completely crushes my hopes of getting past the rough testing stage.






Monday, June 15, 2015

15/06/2015

Today i had updated the files i had work on in regards of redirecting texture locations for the reference files. With the Bedroom, Outside and Tubbs all up to date and finally in the semi-finished stage, we can really focus on animation styles and execution.

Friday, June 12, 2015

11-12/06/2015

I have been focusing on redirecting texture paths for the majority of characters and environmental scenes, i had also been updating the current shaders being used in the Outside side. General clean up of folders and save files were on the agenda also.




Thursday, June 11, 2015

10-11/06/2015

In the last few days i had been focusing on getting the team on track in terms of communication and work ethics which had left me bouncing around helping the group members out. Yesterday and today i have had the opportunity to create the bushes and tree branches and leaves for the outside Enviroment. I had also worked on adding the new scenes into the folder scructure of the composition shots.




Using meshs from Maya painteffects i had manipulated the integrity of the
mesh and textures construction giving it its own unique look.





Top: First Render using Lambert materials and basic Transparency Alpha connection


Bottom: Rendered using mentalray materials;












Tuesday, June 09, 2015

08/06/2015

Today was the day i had a good talk with the members of my group in terms or organization and fundamental folder integrity; as far as im concerned my group members understood where i was coming from i hope to see the progress from them soon.

Yesterday afternoon i had done a few tests with tubbs and the water interaction scene using Maya Bifrost:

Tubbs_WaterToFace_Test_01

I had also done a test for the scene where Tubbs removes his cape and it flys through the air; using nCloth for this simulation:

Tubbs_FlyingCape_Test_01

Monday, June 08, 2015

05 - 07/06/2015

Over the weekend i wanted to focus on organizing the shot list folders for each animation scene, after encounter major issues in terms of the other 3D artists unorganized folders i have had to spend all weekend sorting them out so that referencing and the rest would work without a hitch. I intend to talk to the group today to get theirs heads around prper priority which there inproper attitude had impeaded severily on my work this weekend. I am am very dissapointed in how my group hasnt taken anything seriously enough.

Although i had make little progress on what i wanted to, i did manage to get a simulation done for the new scene of when Tubbs looks up to his mother as a hero and the Mums aprons to be flowing in the wind like a superheros cape would (Implied):


Mum_Apron_nCloth_Test

Friday, June 05, 2015

2-5/06/2015

This week has been some what of a traversing adventure in terms of sorting out Tubbs. Today w had decided to settle with what works and avoid what dosn't in the rig so we can continuie to the animating process and make progress. I had made a current final version of Tubbs's Rig and am now setting up the scene files for the each shot including camera cuts, resolution etc.

Over last weekend i had created the hose rig which is ready to be animated:


Friday, May 29, 2015

29/05/2015

Today i had been diverted by a double transform issue that emanates throughout the hierarchy and causes certain joints to rotate undesirably. This will be my main focus over the weekend to find a way around the issue as well as starting to set up the shots i have been assigned and possibly modelling some assets for the outside environment.

28/05/2015

Today i worked on finishing off Tubbs cape rig by modeling and rigging the Capes Knot. Began modelling the Mumz costume for Tubbs too, which includes the Apron and Gloves.

Thursday, May 28, 2015

27/05/2015

Today i had worked on and finished the clothes and rig for Tubbs Hero costume:

Wednesday, May 27, 2015

26/05/2015

Today i had focused on the cape rig in which i had created an nHair system for free flowing automated cloth simulation. While encountering multiple problems to do with the controlling of the cape , i have decided to create n automated rig as well as a manual controlled rig also, think of an Ik-Fk switch for dynamic simulation,

25/05/2015

Today i had modeled Tubbs face mask and cape, i had skinned the face mask by copying the skin weights from the body to the mask. I had uv mapped both the cape and the face mask.

Friday, May 22, 2015

22/05/2015

Today i focused mainly on testing the rig for any possible issues, while testing i had created a few jiggle deformers to test the meshs plausibility of solid fluid deforming.




quick test for simple expressions, of course there will be a more in depth collection of expressions and polished animation later.


Tubbs Expressions test 01:



21/05/2015

Today i had started a walk cycle for the testing of the Tubbs rig and also some render tests to keep an eye on any deformations in the rig and textures that may need attention.


20/05/2015

Today i had focused on finishing off the articulation of the rig and further cleaned up the hierarchy of grouping. Testing was also done in terms of facial rig and possible breaks and deformations that may cause issues.

Wednesday, May 20, 2015

19/05/2015

Today i had found a solution to the double transforms on the facial rig, after which another issue had arisen however i managed to sort this out with an overlook of the rigs entirety and dissolved the cancer. I had also worked on smoothing the skin weight maps will had some SDK's to keep the volume in areas such as the elbows and knees.

 Here is a screenshot of a test for a smile and frown using as minimal movement as possible:


                                                 

Tuesday, May 19, 2015

16-18/05/2015

Over the weekend and during Monday i have continued to dissolve the situations of double transforming groups in terms of the curve based rig of the face. Although i had resolved the particular issue of unwanted transforming, another problem was sure to arise and that's what had happened, although my clusters group had zero transforms; they were still deforming undesirably.

15/05/2015

Today i had just been cleaning up the skin weighting maps and re created the mouth rig again.