3D update

Jan 24, 2011 16:05

For my current 3D animation class, I plan on doing an animation of Faia-Su (the Goutari from a couple years ago) exploring a cave, lighting a candle, and having the candle melt in his 'hands'. In the previous animations I played with a glowing effect, but now I want to really wade deep into lighting.

Being as the college's computers' processing power is weenee, most of my experiments have been at home. Most of you gave an input on the change in eye-shape, which went through smoothly.




Next came coming up with cave. Lots of basic shapes boolean'd, smoothed, and a lot of messing around with the shaping tool (which didn't do as much as I'd hoped). I tried to keep it relatively low-poly with the texture come from procedural generations. (Read: FRACTALS MAKE PRETTY.)




The candle, which has been an experiment of the translucence property, started simply, but has become irritatingly complicated. In the initial posing I did, I also left the candle HUGE, I thought it was funny.


After getting the layout pretty much where I wanted it to be, I closed off the cave and started really working on the lighting. Trouble was, the eyes blacked out with bad lighting from the aspect, the little bobber on his head.


Duplicated one of the point lights being used around teh aspect and moved it in front of the face, simple enough fix.


Now we go back to attempting to re-balancing the lighting so it feel like a damp cave, but not losing sight of everything. (We were warned that the method of display is projectors onto walls, which really darkened the hell out of everything.) I think I had a good balance here.


So then I pose gu at one of the pieces with the heavy dark scenes in the beginning to play with the way light interacts with the surface and lo and behold an error! Needle eyes!


A simple weighting fix, and more playing with surface materials. Unexpectedly cool result looked like a starscape. I saved the settings so I could use them later. It's really cool and awesome, but it's not what I needed here.


And I think I've found a good balance and did a full-scale render. It looks pretty cool, I think. The texture of the ground is intended to look damp, but not so highlighted to be distracting from our character. The centralized lighting on the face should help.


And to wuss out on an animation project, I made a little walk cycle.
Link, since the embedding doesn't work.

I kinda wish I had more control over the mouth, but it's too late for that now. It's coming along pretty good. Not perfect, but good.

faia-su, maya, 3d, goutari, art dump, art

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