Friday, 31 May 2013

Sketchbook Stuff (Pages 34 - 41)

Here are a few scans of pages from my sketchbook. The plan is to have filled the whole thing by the end of summer, fingers crossed. I'll upload the whole thing as a scribd document at the end.
Now some of these pages might seem familiar due to the fact I have just worked into them a little more. I find there are a few pages that just cannot be left alone until they are full of stuff...

P.S. If you're wondering what happened to pages 1-33, they're here in my Animation Sketchbook

Thursday, 30 May 2013

CGAA Summer Speedpaint Challenge: Flaming June

I have no idea how long this took me in the end, I must admit it didn't have my full attention and I'm also a bit rusty. I wound up with two versions that are quite the contrast to one another (environmentally speaking) I couldn't choose, so I thought I'd put both up.

Oh and by the way its not depicting the end of the world or a bomb going off. The idea is that it might be some natural phenomenon that our spectator is witnessing. I tried to use a few colours from the original 'Flaming June' painting 1895. Of course it evolved a bit from there...

Wednesday, 15 May 2013

CG Artists Toolkit- (The Old Alleyway Dirt Maps)

LONG overdue but I finally did it! Now I have actually completed ALL year 1 tutorials. Next year however I will try to do them in the right order...

I'm not sure I extended the grotty splatter beneath the beam enough. And it seems just a tad black now. In any case I understand that to get dirt maps just so, its going to require a fair amount of tweaking between Photoshop and Maya.

Tuesday, 14 May 2013

CG Artists Toolkit- (Skinning- Interactive Bind)

The last of the skinning tutorials complete and yet another method to bare in mind when it comes to skinning characters and the like next year. Again this was quite a visual process. It was easy to see the alterations to the mesh and which joint it was assigned to as it was painted during the second half of the tutorial. The capsules at the beginning were a little hit and miss, but the later refinement really did help.

Friday, 10 May 2013

CG Artists Toolkit- (Skinning- Influence Objects)

Influence Objects

This feels like a long tutorial mainly because of the repetative nature, creating the plane for each joint, parenting the joints and so forth, there is indeed a lot of repetition. But here the consequences of the driver and driven can be seen clearly. Much like the paint weights there is a visual element to this tutorial, when you decide to test the joints.

CG Artists Toolkit- All Maya Tutorials

Please find here the links to all the Autodesk Maya tutorials for the first academic year in CGAA

Maya Basics

Digital Sets

Lighting and Rendering

Pre- Visualization





Smooth Bind- Influence Objects
Smooth Bind- Interactive Bind

Visual Effects

Visual Effects II

CG Artists Toolkit- (Skinning- Painting Weights)

Painting Weights

This is definitly a more visual affair into creating the weights for joints. It is a lot easier to see and understand the movement of the joints in terms of the colour maps and gradients when painting them on. Things did get a little messy as I would accidentally paint on the wrong area's in relation to the joint I should've been working on. However the end result wasn't too bad when tested. I was particularly proud of the thumb movement.

Thursday, 9 May 2013

CG Artists Toolkit- (Render Layers- Mental Ray, Stereo Camera)

Render Layers- Mental Ray

I had issues with this for a little while before finding out that the seat of the problem was that the textures in the file were missing. (I thought I had done something stupid for ages.) I continued with the tutorial anyway and below are the (semi)complete comparisons. A is the composition reassembled in Photoshop B is the (not quite) 'beauty' render directly taken out from Maya.

                                                  A                                                           B

Stereo Camera Rigs

Warning: Blast from the past! here we replicated that age old anaglyph technique. All this needs is a pair of red and blue specs to complete that 3D viewing! The first image is just a still assemble in photoshop. The next is a turn around sequence in 3D!

Wednesday, 8 May 2013

CG Artists Toolkit- (Blend Shapes with Inbetweens, Wire Deformers, Render Layers-Maya Software, Render Layers-Depth of Field)

Blend Shapes with Inbetweens

Cracking on with blend shapes I returned to this one having had some difficulties with it earlier in the day. The slider blended both shapes before I had asked it to do so, which was rather odd, but pressing onward it seemed to behave properly. I tried to upload the render from after effects and a playblast but blogger couldn't upload them for whatever reason. So I've sampled a series of render stills below.

Wire Deformers

Here is the first attempt at wire deformers, I think I might prefer sculpting a little more however t is better to know more than one method in which to create these deformations. Out of the test runs completed below I think the leas effective one is the 'surprised face' ironically. It looks more sarcastic than surprised.

                                               Frown                                         Raised Eyebrow
                                          Neutral Face                                      Surprised face

Render Layers Maya Software

Creating render layers in Maya in two different two ways and then After Effects is certainly helping me to remember the process through repetition. Each version behaved slightly differently when creating, so I'm not sure if the values are quite right, for example the flat colour layer in my render layers was far darker than the tutorial version.

Comp1- Maya Software Basic

Comp2- Maya Software Advance

 Comp3- After Effects Render

Render Layers-Depth of Field

This tutorial helps to create a lovely effect that really draw the eye and has a great cinematic quality. Version1 is the depth of field achieved in Maya Software, Version2 is the depth of field achieved in Photoshop. There was a Version3 that was never completed, namely because the 'lens blur' feature was not accessible. The closest option available was 'Camera lens blur', but with the different settings it was more confusing than helpful. So I simply watched the remainder of the tutorial for a better understanding of after effects. Version4 consisted of separate render passes for the depth of field and beauty pass and then assembled on photoshop

                                           Version1                                               Version2


CG Artists Toolkit- (Smooth Bind Edit Weights, Mirrored Blend Shapes, Sculpt Deformers)

Smooth bind edit weights

This was one very long tutorial and only on my third visit to complete it (yep it took me three separate sessions) did I finally start to get ito the swing of altering the weights of the points. I'm quite pleased with the fiished item.

Mirrorred Blend Shapes

This blend shapes tutorial was a good one. Fairly quick and easy to understand I feel I have got the gist of how to create and mirror them properly. I was however mildly amused at how the face of this character slightly resembled Sheldon Cooper from 'Big Bang Theory' when I over rotated the jaw at one stage. (See below)

Sculpt Deformers

I find it interesting that in order to create the muscles contracting and relaaxing natural to human motion, we essentially have to implant a 'blow-up' NURB deformer into a 3D model. With a little keying the result can be seen below.

Thursday, 2 May 2013

Project 4: The Fantastic Voyage- (Final Animation)

Here is the final product of the last seven weeks. An app demo for of the Structure of a Eukaryotic cell.

Project 4: The Fantastic Voyage- (CG Pipeline)

CG Artists Toolkit- (2D Animations- year 1)

Here are links to all of my posts with the relevant animations for first year.

Bouncing Balls
Bowling Ball
Ping Pong Ball
Flour Sack
Follow Through Animation
Walk Cycle
Speed Animation
Showreel (March 2013)
Character Animation (So far)

Scans from my personal sketchbook can be found here.

The remainder of my Animation drawings can be found across the posts in chronological order here.

Project 4: The Fantastic Voyage- (Progress...)

Things seemed to be going backwards earlier this week. I created some still renders of my scenes with the background tinted so that it would reflect the values of the background I'd import into after effects later. Unfortunately, on importing all into After Effects the Nucleus in particular looks sickly with my intended background. I ground to almost a halt for a couple of days trying to sort out the issue, trying to get my head around alpha channels in Maya and how to sort out my rather off nucleus.

Maya Test Render (That I was very proud of!)           Combo of Maya Transparency and Background

(Intended Background)

I made no progress for a few days and discovered that fortunately everything looked absolutely fine when placed directly into Premier Pro. So it was time to just get on from there and figure out the rest of alpha layers and Maya later. As for effects littler ones that don't involve my main renders in Adobe After Effects will have to suffice for now.

CG Artists Toolkit- (Character Animation- So far)

Unfortunately it is by no means complete and there are a few errors I'd like to rectify but here is my character movement so far.

Project 4: The Fantastic Voyage- (Disc artwork)