Showing posts with label modelling. Show all posts
Showing posts with label modelling. Show all posts
Friday, 10 May 2013
@Alan: Final Toolkit Maya Master Post
Labels:
animation,
lighting,
maya,
modelling,
pre-viz,
presentation,
renders,
surfaces,
texturing,
Toolkit: Maya,
video
Friday, 19 April 2013
Golgi Apparatus - Finished? Maybe?
And this is where I'm at with the Golgi apparatus. I'm tempted to leave it here, but I keep thinking 'not detailed enough, not detailed enough'. Opinions or advice, anyone?
Wednesday, 17 April 2013
For the Sake of an Update
Sorry I've been quiet. Here's where I'm at so far.
ATP, with stand-in colours and a bend deformer for animation.
Rough of the overall cell with nucleus and nucleolus.
DNA, with currently invisble split down the middle to separate into RNA.
Current progress of the endoplasmic reticulum.
Mitochondrion, also with bend deformer.
Ribosome, hopefully looking more like a ribosome than the ones in my animatic.
Vesicle, without deformers yet.
Golgi complex, which still hates me.
And the voiceover, kindly provided by Taff Girdlestone.
Also, apparently Golgi is pronounced the Italian way, what with Camillo Golgi being Italian and all. For some reason I had thought the discoverer was Hungarian.
ATP, with stand-in colours and a bend deformer for animation.
Rough of the overall cell with nucleus and nucleolus.
DNA, with currently invisble split down the middle to separate into RNA.
Current progress of the endoplasmic reticulum.
Mitochondrion, also with bend deformer.
Ribosome, hopefully looking more like a ribosome than the ones in my animatic.
Vesicle, without deformers yet.
Golgi complex, which still hates me.
And the voiceover, kindly provided by Taff Girdlestone.
Also, apparently Golgi is pronounced the Italian way, what with Camillo Golgi being Italian and all. For some reason I had thought the discoverer was Hungarian.
Thursday, 11 April 2013
Golgi Apparatus Model - Help?
So my modelling for the cell is almost complete, but I'm having a tonne of trouble getting the Golgi apparatus to look right. Above is what I've got so far, any suggestions on how to move forward/make a better model/interpret the diagram? Thanks muchly.
Wednesday, 13 February 2013
Carcere III (finally) Underway
It may not look like much yet, but this is the framework for the final CG version of Piranesi's Carcere III. Naturally there's a whole lot more to be added, but for a day's work this isn't too bad. There would have been more if I hadn't realised that several of my calculations were wrong (including the central tower) and had to be redone, which was kind of a bummer until I decided 'stuff it' and eyeballed as much as I justifiably could. Still worried the tower might be too tall, though.
Also, look at this spiral. Look at it. That there is three hours of fiddly, painstaking work to get the messy-as-all-hell polygons of the original curve to behave themselves, so it gets a screenshot all its own.
Labels:
Carceri,
maya,
modelling,
Not Really Storytelling,
personal work
Monday, 4 February 2013
Step Three: Ragequit
Labels:
Carceri,
maya,
modelling,
Not Really Storytelling,
personal work,
pre-viz
Friday, 1 February 2013
Attempting to Comprehend the Carcere. Send Help.
More work on the pre-viz, with a bit of improvising for the background forms. Still nowhere near finished.
Is it closer to the camera?
But then what about the far wall? The strut coming out of the side connects to the two struts coming out from the pillar nearest camera! The far wall can't come forward or it disconnects from the central pavilion thing.
Does it descend lower than the camera to give the illusion of being closer? Where the hell is the floor, anyway? And how does this camera work?
I am beginning to understand why Piranesi could never get a job in architecture.
Labels:
Carceri,
composition,
maya,
modelling,
personal work,
perspective,
pre-viz
Wednesday, 16 January 2013
Carcere XIV - Not Quite Pre-Viz
In an attempt to understand the architecture, I've started on a low-res 3D sketch of the scene, and come to the conclusion that Piranesi may not have been entirely in control of his perspective. As such, there will be parts where I simply decide 'stuff it', and follow my gut/what looks good.
Labels:
Carceri,
maya,
modelling,
Not Really Storytelling,
personal work,
pre-viz
Friday, 4 January 2013
Toolkit: Pencil & Eraser Character Final + Egg Cup
Labels:
characters,
lighting,
maya,
modelling,
renders,
Toolkit: Maya
Friday, 23 November 2012
Not Dead... Yet
I've basically lost the past week thanks to a flu-y thing that's knocked me on my backside, but I've got a bit of work to show for it.
Step one of that painting (contextualisation has been worked out, I'll be incorporating the surveillance room into the shot, but for now this is what I'm going with). Super blurry and loose, apologies for that, should be finished by Monday.
Then my brain decided it couldn't focus on Photoshop so I tried making a few 3D assets for the scene instead.
Well, this isn't so bad...
Easy! Let's try something a little trickier...
Ugh... edges. H'okay, maybe something a little simpler...
Oh god, oh god! Abort! Abort! Mission failed! All units, fall back! Oh god, there's triangles everywhere! Fall back!
So yeah. Unproductive week, courtesy of my immune system not caring that I have a deadline.
Step one of that painting (contextualisation has been worked out, I'll be incorporating the surveillance room into the shot, but for now this is what I'm going with). Super blurry and loose, apologies for that, should be finished by Monday.
Then my brain decided it couldn't focus on Photoshop so I tried making a few 3D assets for the scene instead.
Well, this isn't so bad...
Easy! Let's try something a little trickier...
Ugh... edges. H'okay, maybe something a little simpler...
Oh god, oh god! Abort! Abort! Mission failed! All units, fall back! Oh god, there's triangles everywhere! Fall back!
So yeah. Unproductive week, courtesy of my immune system not caring that I have a deadline.
Labels:
concept art,
Environment: Secret Lairs,
maya,
modelling,
painting,
photoshop,
Space and Environment
Monday, 15 October 2012
Maya Characters
Aaaaand... a final render, before all the preliminary work! Muggins here forgot to save the Maya files as ASCIIs to make them (sort of) backwards compatible, so I'll get the un-textured models up here tomorrow. Sorry about that.
Damn, now that I look at the render it seems really under-lit. I'll add 'fix the lights' to my to-do list.
Labels:
characters,
maya,
modelling,
renders,
surfaces,
texturing,
Toolkit: Maya
Thursday, 19 July 2012
Lions!
Well, only one lion, actually.
I've been noodling around in Sculptris to try and get my brain back in 3D gear. Here's my very first sculpture. Why a lion? Because I've never drawn a lion before, let alone sculpted one. You might think this would be an excellent reason not to sculpt a lion for your very first venture into a new program, but I've never been one to let common sense get in the way of ambition.
I've been noodling around in Sculptris to try and get my brain back in 3D gear. Here's my very first sculpture. Why a lion? Because I've never drawn a lion before, let alone sculpted one. You might think this would be an excellent reason not to sculpt a lion for your very first venture into a new program, but I've never been one to let common sense get in the way of ambition.
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