Friday 30 April 2010

For the website












I might not be able to get good depth of field in Maya, but at least I can fake it in photoshop.

Red Rock new logo

Me and Nate spent hours getting this the way we wanted. It looks awesome, if I may say so myself.

Tuesday 27 April 2010

Painting Weights, Whacked Rigging

The rig for Whacked:Puffed chest:
Blendshapes: I've deleted the teeth blendshapes and simply made them follow the relevant joints, which I think works better:

Chest control gives a nice slobby look to the character:


FK:



The hand has an IK/FK switch, which apparently is supposed to be difficult to do, but is actually very easy.
Adjusting the texture:
Making sure there are no seams:
Building that IK/FK switch:
hierarchy. the chest has a twist attribute, by connecting the chest and the spine curve's twist attribute

Control clusters to the spine:
The model adjusted:
adding arm joints:

adding controls, as control clusters are a pain to choose:

Jaw Control, with a bone and a set driven key:Decided to adjust the original model, thought this would make my life easier if the hands were straight rather than inwards. I know some people model like that, but the previous rig had major problems due to this.




tried to make sure everything's named, everythings' clear:
painting weights, by numbers:
adjusting knee weights for nicer deformation:
wanted to make sure the jaw opens just right:


Whacked, adding legs, reverse foot control. this model can also tip toe and have a foot bend attribute set by a drive key.




more

Using Zbrush to try and add details:














Re-Uving the model:
Having to learn how to use UV-Sets:
Vertex issue:

The reason why the weighting was so problematic:
The old UV-map in the process of changing: