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Showing posts from 2020

Saxon Character Test Render and progress - 30/12/2020

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  The Saxons head is practically done. I wanted the chain-mail he wears to appear as if it were made out of velvet or plastic to give off a more cartoony and/or toy-like look.

Saxon Character Progress 29/12/2020

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Saxon Progress 28/12/2020

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Helmet and head is almost done. Since the character won't have a viewable face. The head model will be relatively simple and thus he can be reused for later scenes.   

Sxon Progress 23/12/2020

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Progress on my Saxon character. As he doesn't have a viewable face this means I won't have to create a complex facial rig for the character.  

Gorm head progress 18/12/2020

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Quick render test. Helmet has been modelled. Wanted the metal area of it to have a more plastic look to them.   

Gorm Progress - 15/12/2020

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Gorm improved head

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  Improved Gorm head, with better modelling on the mouth and eyes.

Current progress on Gorms head

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A VIKINGS TALE script-revised

Photogammetry - Render pass

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  Merging and compositing the passes. Beauty, base plate, ground shadows and the sphere pass.

Gorm concept art, expressions and head orthographics

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Gorm concept art - WIP

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Project Proposal - Minor Project

 

WIP animatic - A VIKINGS TALE

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Megs art jam - Ink Blots

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First couple of storyboards for hybrid animatic

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For my animatic I decided to go for a hybrid of a traditional animatic and a 3d pre-visualization  

Item concept art - 10/11/2020

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Tankard, sword and axes Mammoth skull and tapestry  

Ik Fk work - in class lessons.

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  Ik on. Fk on.

A Vikings Tale script

 

Moom Poses 02/11/2020

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Pose created. Spine had to be adjusted to make it seem more flexible. Reference image  

Moom Poses - 26/10/2020

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Gorm Explorations - Concept Art

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Facial explorations. Different noses, ears and even eyebrows. Gorm beard explorations. Also clothing is heavily based on historical and more fantastical influences such as the horned helmets for a more cartoony aesthetic.

Revised An Interview with a Viking Script - Draft One

 

Squash and Stretch - rigging

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Toadstool squash and stretch Node tab. Nodes such as Multidivide helped make stretch and squash easier.  

Soft Bodies - Impressions in soft bodies

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Personal Work - Half-Life Scientist Model

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Completed Demoreel - Jetpack Jones

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Premise - Story Breakdown

Toolkit 2 - Submission - Hyperlinks

Jetpack Jones Head Modelling Body Modelling 1 Body Modelling 02 Body Modelling 03 Body Modelling 04 Uv Layout Skinning 01 Jetpack Jones Rigging 01 Colours and Restrictions Upper Body Weights  Corrective Weights IK Rigging  Facial Rig and Rivets Texture Painting Test Renders Turnaround Completed Demoreel Animation Drama Poses Action Poses Weightlifting - Graph Editor Settling Poses Weightlifting Final Animation Lip Sync - Emotions Lip Syncing - Lip Movements Lip Sync -  Facial Movements Lip Sync - Head Blocking Pose to Pose Pose blocking Pose to Pose - Ghost script Pose to Pose Animation  Lighting and Rendering Displacement AOVs Motion Blur Ambient Occlusion Depth of Field Stand ins Photometric Lights Caustics Mesh Light Physical Sky Fog and Atmosphere Mudbox Post 1 Post 2 Post 3 Post 4 Post 5 Custom Model Character Design Influence map Week 1 Week 1 - Mouse Concept Art Week 2 Week 3 Week 4 Mo

03/02/2020 - Life Drawing

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Moom - Ghost Poses

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When creating different poses with gaps between them in the frames and changing from FK to IK the ghost became useful to easily pose Mooms inbetweens.

Mudbox Tutorials - part 10 to 13

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Painting cracks with layers and stamps Exported paint layers to Photoshop Adjusting the bumpmaps and converting painted layers to normal and bumpmaps Layer painting options and adjustments Trying out the pose tools Rendering a screen image Rendered Image Model export options