Intro to Autodesk Maya:
Geometry Types
Character Modelling Part 1, 2 & 3
Texturing Part 1: Common Shaders
Animation Part 1, 2 & 3
Lighting & Rendering 1: Intro to Lighting:
Exterior and Interior Lighting Part 1, 2, 3 & 4
Modelling 1: Digital Sets:
< In Progress>
Intro to Pre-Visualisation
Animation 1: Intro to Character Animation
The Bouncing Ball Part 1
Settle & Rest: Pendulum
Secondary Action & Overlap: Hanging Chain
Anticipation & Follow-Through: Can Snatch
Walk Cycles Part 1: Mechanics
Intro to Texturing:
Sampler Info Node: X Ray Shader
Summer to-do list:
Texturing Part 2
Lighting & Rendering Part 1
Bouncing Ball Part 2
Squash & Stretch
Intro to Rigging & Constraints
Intro to Texturing
Visual Effects 1: Deformers
Visual Effects 2: Rener Layers & Compositing
Intro to Skinning
Saturday, 10 May 2014
Friday, 9 May 2014
Friday, 2 May 2014
Thursday, 1 May 2014
Fantastic Voyage: Archegonium model
Archegonium model:
For this scene I decided to change the order which was originally shown in the storyboard. Here I have the antheridium model morph into the archegonium model.
Fantastic Voyage: Gametophyte to Antheridium sequence
Gametophyte model:
Antheridium model:
Sequences between the spore to gametophyte to antheridium using a series of blend shapes and extracting the mesh to split the pieces up.
Fantastic Voyage: Gametophyte model pipeline
Final model:
First model:
This was first made before I worked out how to do blend shapes, it also didn't turn out how I wanted at all so it was scrapped.
Wire frame:
The roots are separate to the main model for easier animating.
Untextured model:
First model:
Wire frame:
The roots are separate to the main model for easier animating.
Untextured model:
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