I feel happy! I think I'll go for a walk.
I should really get back to posting finished work. Dam Skyward Sword.
I have a back log of images and screenshots that I need to post.
Thursday, January 26, 2012
Monday, November 22, 2010
Rarrrah!!!
What a Tavern Bully. Sheesh! Some more rig work for Cerebus the Aardvark from What Comix. Make sure to check it out! Here's a demo of the muscle bound oaf:
All muscles are geometrical influences. Most of the influences are expression driven to create their deformation. And all deformable meshes are override-able via a small control located off the left hip.
English translation: Muscles move by themselves but can be controlled if need be. It's a cool system.
Oddly, the most difficult portion of this rig was the chest belt. It had to move with the torso and also has to get out of the way of the deforming muscles. What I did for this situation (since it was one whole mesh) was to skin the back side to the spine joints, and create several free floating joints that are completely free to move in space at the front of the torso. They'll move with the spine, but are free to be moved and rotated to simulate sitting on a fast moving body. A simple solution, really.
On to the next rig! Yea!! (I love this shit.)
All muscles are geometrical influences. Most of the influences are expression driven to create their deformation. And all deformable meshes are override-able via a small control located off the left hip.
English translation: Muscles move by themselves but can be controlled if need be. It's a cool system.
Oddly, the most difficult portion of this rig was the chest belt. It had to move with the torso and also has to get out of the way of the deforming muscles. What I did for this situation (since it was one whole mesh) was to skin the back side to the spine joints, and create several free floating joints that are completely free to move in space at the front of the torso. They'll move with the spine, but are free to be moved and rotated to simulate sitting on a fast moving body. A simple solution, really.
On to the next rig! Yea!! (I love this shit.)
Monday, November 8, 2010
What's New Scooby Doo?
I'm tired of Velma. There. I said it. Time to move on and complete the cast of Mystery Inc. like I said I would (to no one) a long time ago. Scooby's the hardest of the bunch, I think, to model, rig, and animate.
Scoob's a very stylized Great Dane. His proportions are about right, but he's all angles, knoby knees, and teethy grins. He has very wild takes, opens his jaw very wide (to accommodate big sandwiches), and walks bipedaly sometimes. He talks sometimes, too. These are all gonna make this rig a heck of a challenge.
Started this morning on the modeling. This is about five hours in. The biggest hiccup I've run into so far was his paws. I derp'ed and gave him only three toes on each foot before I realized my mistake. His paws will need to be plantable with toe-spread to show his weight, and....they'll need to be articulateable because Scoob gestures like a person with regular hands does.
Things next to do are eyes, throat (he'll need a very large throat), teeth (they'll need to be retractable 'cause you only see them them at appropriate times) and a great big Great Dane tongue.
Scoob's a very stylized Great Dane. His proportions are about right, but he's all angles, knoby knees, and teethy grins. He has very wild takes, opens his jaw very wide (to accommodate big sandwiches), and walks bipedaly sometimes. He talks sometimes, too. These are all gonna make this rig a heck of a challenge.
Started this morning on the modeling. This is about five hours in. The biggest hiccup I've run into so far was his paws. I derp'ed and gave him only three toes on each foot before I realized my mistake. His paws will need to be plantable with toe-spread to show his weight, and....they'll need to be articulateable because Scoob gestures like a person with regular hands does.
Things next to do are eyes, throat (he'll need a very large throat), teeth (they'll need to be retractable 'cause you only see them them at appropriate times) and a great big Great Dane tongue.
Thursday, November 4, 2010
Velma Vs Velma
Over the past few months I had to get a new job, a new apartment, and struggle to keep up in the side projects that I've taken on. Just finished some rigging and UV layout for Cerebus the Arrdvark. It's an independent project out of California. I've very much looking forward to seeing the final results of everyone's hard work!
In all that I've been fitting in some of my own personal project work (when I'm not playing Super Mario Galaxy 2 that is). And here she...er, they are. Not to brag, but I'm very good at losing in Street Fighter. I love playing it regardless. I know there are some inconsistencies between what's said and the moves made but I wasn't going for strict accuracy here--just for fun. Hope you enjoy!
You can grab a high resolution version here.
In all that I've been fitting in some of my own personal project work (when I'm not playing Super Mario Galaxy 2 that is). And here she...er, they are. Not to brag, but I'm very good at losing in Street Fighter. I love playing it regardless. I know there are some inconsistencies between what's said and the moves made but I wasn't going for strict accuracy here--just for fun. Hope you enjoy!
You can grab a high resolution version here.
Wednesday, June 30, 2010
Tuesday, June 16, 2009
Voyager Fly-by
Now that the model's all done I thought I'd put together a little exhibition video. Just some fly-bys, nothing too extravagant...yet. Maybe I'll put together a Borg Cube later and stage a battle sequence.
Music and sound effects are from Wrath of Khan (has a better score than the Voyager series, IMO).
Looks and feels better in HQ and Fullscreen!
Music and sound effects are from Wrath of Khan (has a better score than the Voyager series, IMO).
Looks and feels better in HQ and Fullscreen!
Wednesday, June 10, 2009
Voyager Renders
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