Saturday, 4 September 2010

Draft Skin

This is the rough test of the muscles and deformation. The purpose has been to identify parts of the mesh that looked okay visually but didnt work when the model was moved. From this ive Identified several points where the mesh needs changing, underneath the armpits becomes messy when the arm and clavical rise up and there are potentially problems in the knee also. A major problem ive discoverd is the twist bones, whilst i have modeled a twist into the gemetry its not nearly enough, this has cuased a massive tear in the geometry for what should be normal movement.
Knowing this i can now go back into modeling and restructure weaknesses on top of that having a semi working rig means i can test deformation on the fly too.

For now though this piece of work is going temorarily on hold while i work on 11 second club for september although i may dabble as temptation grabs me.

Monday, 23 August 2010

Max modelling/rigging progress

Progress so far... all done in max atm n i must say im getting quite into it! ive indulged a lot of time so far, aproximately spent 19hrs although i guess i have been faffing about with typology and adding detail at a stage where it isnt nessisary else i may heve been quicker. id say about %30 of the detail is in there atm so ive still got a long way to go before the model is finnished. Rather than complete it though im going to add a basic rig and skin to test how the deforms work with the typology as it is. after all i dont want to spend another 10 hours on it and find twas all for nought and have to redo.

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Thursday, 12 August 2010

Ive been wanting to rig muscles for a while now but as i need a model to do that i started modeling human anatomy. spend about 4 hours on this so far with detail needing to be added to the face hands and feet still. i was pleased with how the torso came out considering its been over a year since i did any proper modeling. not sure weather i want to take this into z brush or keep it in max yet although when it comes to rigging if i need to make alterations to skin deformation it would be easier if i kept it in max.



11 Second Club July, only spent a total of about 6 days on this which is a shame cause i was realy getting into it, come the final day i came to accept that it wasnt going to get completed in time. :(



got my breakdowns done, moved to curves and fixed them but never realy got to do a full animation pass. once again facial expressions are missing, its something im weak at so ill be giving some facial animation a go.

work created for an internship at Little Old Lady Games for an undisclosed project in development for PC,iPhone, iPad and PSPgo.

Tuesday, 29 June 2010

So the last 3 months have been quite intense, although looking back now the hurdles look so much smaller than they did back then...

To summarise i now have a nice showreel but the crowning jewel was definatley mannaging to complete our little bug VFX sequence. feels like a child or something come to life all frankenstein style.

Spider Attack - Final Cinema Render from Sean Rowlands on Vimeo.



Tuesday, 23 March 2010

Bug previs, will have live action doubles in certain scenes on final animation.

Creature Previs from Mark Nicholas on Vimeo.