Thursday 26 May 2016

Animation from this week.

This entire week I have been working on my animation scene, which is the one where X-22 is up and jumps.

First of all, I just want to say that I've been having so much fun working on this project and animating too(my favorite thing to do), I really wanted to animate this scene because it gives me a good chance to try some cool poses......but as soon as I started animating I kinda restricted my self from exaggerating the poses because I create a box to resemble the room, meaning that I limited myself to freely animate X-22.

Today we showed the animations we've done so far to the tutors, I received some really good and constructive feedback for them (Thanks  to Keat, Dane and Blake for their feedback), they all pointed out really interesting things that I should do in order to improve my animation.

Right after the feedback sessions was finished, Keat came to help Jacob and I with our animations, and as soon as he started animating I could see how having a box(room) was restricting/limiting me from achieving a more appealing animation, it doesn't matter if you push your poses too far and break the rig(not actually break it, but you know what I mean) as long as it looks good on camera.



This is the animation that the tutors saw today during the feedback session.




This is the animation after the feedback from the tutors.




I also found out that the Ambient Occlusion render works super well as a camouflage, so now we have two options, one to apply that crazy looking glass material you saw today or to have the camouflage ambient occlusion.










Sunday 15 May 2016

Ambient Occlusion Pass

So last night I decided to try and combine both the normal render pass and the ambient occlusion render pass.

I would like to animate the entire cinematic using both render passes(normal and ambient occlusion) to create a better sense of depth and realism.

Today I decided to give it a go and render X-22 textured with a normal and ambient occlusion pass.


This is a normal render pass with basic(bad)lighting.




This is how it looks after combining the Ambient Occlusion pass to it.



Saturday 14 May 2016

Rig - 14/05/2016

Thanks to Keat and Blake(tutors) now my rig can be scaled from the Main Ctrl without any weird problems.

Yesterday(Friday), while working on the animatic, I had to pose X-22 in a variety of different poses that would give us a better idea of how he might look like once we start animating, I realize that his arms spend a lot of time spread up in the air/roof, and I found that whenever I posed him with his arms up in the air it would create a skin deformity in the shoulders, it'd lose weight making it look weird and stupid.

Today(Saturday) I decided to fix that problem by skin painting those weights, I spent around 20 minutes doing this, but in the end I didn't get the result I wanted, so I came up with a better idea (something I was supposed to do a few weeks ago but forgot :P lol , I ended up creating a clavicle control and that fixed the problem .


The clavicle controls are the long ones that come out from the clavicle area.



Thursday 12 May 2016

Last Week and This Week - 2/05/2016 - 13/05/2016

For the past 2 weeks I have been working on the rig, UVs and the Layout.

These are some the UVs I did for the model. Michael ended up texturing them. Sadly none of us really know how to work with mudbox so I'm not sure if we'll have textures created in mudbox for this week's submission.


Chest armor UVs

Main Body UVs


Pelvis UVs


Right Arm Armor UVs





Right Shoulder Armor UVs


Ribbs Back Plate Armor UVs






Yesterday and today, Jacob and I have been working super hard and staying till pretty late in class to finish the Layout/Animatic. These are a few shot/key poses that I did for it.



















This is the Rig Reel that I finished putting together today.






















Wednesday 4 May 2016

Rigging - 04/05/2016

Today I slept through my alarm and missed on watching Zootopia.

I forgot to bring the latest maya file for the rig back home but I had a previous one saved on my computer, with pretty much the entire rig finished.
So what I did today, in fact a few minutes ago was to pose my character using the rig I built for it and see if anything is wrong with it.

I realized that I will most likely lock the translations for the chest control(which is call shoulder controls lol) because since it is part of my ribbon spine it is quite stretchy and X-22 won't be doing those type of movements. I still have to paint skin weight X-22 (you can see some deformations on his feet) but it shouldn't take too long because the bind skin applied to it didn't cause a lot of crazy weight influences all over the mesh.

I plan to have this fully finished by saturday,mainly the skin weight influences and the hierarchy system(putting everything under the main control Maester)will also tryo to do some basic blendshapes(only doing it if I have enough free time tho), I would like to have at least one for when X-22 is breathing, so he's not just standing still but actually breathing.