Friday, November 10, 2006

Rubble Rubbish and Polygons





Work on factory continues. Added details. Check out pics. Figured out a good workflow for the rubble, too, which I'm proud of. After studying the ref pics I concluded there are actually only about 5 kinds of debris. I then modeled about 5 versions of each and set up a workspace in max where I could pluck from each group, then drop it to the ground using reactor, save it out and import into my factory scene. Yay.

And a few more pics of David Croc, just in case you're interested. I'm gonna UV the sucker now and bump map him.
















And this isn't necessarily the hugest thing for this class, but I've started learning Bodypaint 3D (out of necessity) and I can say I'm enjoying it greatly. I've successfully exported from Maya, UVed a character in max, imported into BodyPaint, created a texture, exported the model and texture into Maya, and still had it perfectly line up to copy skin weights and all that. May not seem like a big deal... but that's as complicated a transfer as I've ever done.

Friday, November 03, 2006

Factory and other small things...




The new factory. More detail, starting work on the ground. I shot a lot of reference of the burned down house across from Columbia so I'm going to model some pipes, and other small things that occur to me.

Here are two other things I'm been tinkering with also. The first set is a statue (work in progress of course) of a croc in the pose of David. It's for the Animation Production Studio project our class is working on.












And then there is a pumpking that I did for the hell of it. This is a slightly older render but it's the best I have on this computer right now:



I then booleaned out my boss's face into the pumpking to the amusement of coworkers.





Maybe I'll post that at a later date...