Showing posts with label Fantastic Voyage. Show all posts
Showing posts with label Fantastic Voyage. Show all posts

CG Artist's Toolkit - Maya Tutorials


























FV - BUD, The "Art Of"


FV - BUD + PAL TEXT BOXES



I need to make two more for the baby amoeba and aggregating ones. Text will be slightly animated in the boxes.
Getting closer and closer to having everything finished; re-renders have been done and adjustments made, I am now editing it all together with sound.

Here are some finished renders:





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FV - BUD PREVIS


A REALLY ROUGH PRE-VIS
Got some things to fix, criticism welcomed hell yea 

I was focused less on actions and more on camera-work style. Still shots seem too stiff for the nature of what the story is about. Shakey cams everywhere make it look like you're looking through Bud rather than observing him. (maybe.. that's what I hope anyway................)

Oh and don't worry that Bud and Pal look like they've gone sun-bathing. That's what happens when you don't use a linear workflow. (Doesn't look like it in the final renders!)



and bud for good spirits

FV - BUD Animated Face Textures


They are able to be keyframed. Used Set-Driven keys and an Elum attribute.

FV - Baby Slime Molds


To go on the tree and the floor near the leaves !

Their models and extremely simple texturing. Relied on the material more-so than the texture.



FV - Render Shots

Just doing some renders of the forest so far. Almost there, then it's time to make a previs !
Might need to control the lighting a little better on parts I don't want to be in the shade.





FV - Building up the scene


Workin' my way through the map. A mix of un-textured and textured stuff combined together but they are all UV'd anyway incase I change my mind.

FV - Pal


Forgot to upload! 
Pal's character sheet with face expressions. Compared to Bud's his are much happier.


And Happy Easter :^)

FV - Trees




Trees

They'll be UV'd and textured, not flat coloured. Some of them are triangulated.

FV - Bud p.4 (Finished Rigging)






Fully rigged, skinned, weight painted and there are also some blend shape corrective shapes as well. It was tricky to do the weight painting because Bud's anatomy is so bunched up around the legs and arms.. that'll teach me...

Anyway, moving onto the bulk modelling with the scene now

FV - Bud p.3 (UV's)








Bud's UV's. There are seams across the start of his arms, neck, back of the head and the bottom of his feet; as well as another on one side of his torso. Most are hidden. (Minus the one around his neck.
I went with the slightly higher poly version of Bud! Pal will also share this same model. 

2048 x 2048 UV'd in Maya.


FV - BUD p.2 (High-poly to Low-poly)

ZBrush high poly

Maya QuadDraw low poly


I tried my best to optimize the fingers' topology for animation so they don't deform like weird pickles....
Both the eyes and the mouth are now gone as they were only a guide. Bud will have an animated texture for his face that I can easily change which emotion/if he is talking with channels, and finally I'm going to use normal maps again to make him look smoother than it appears.


From 607k polys to...
1262 Polys.
0 Triangles.


Optimized it a little further taking out some edge loops, and then sub-divided once. He's nice and smooth now! Comes in at 4202 Polys.. not sure if this will make a massive difference with rendering times / animation ease etc though



FV - BUD p.1 (ZBrush Start)


It begins. Making quick high-poly in ZBrush then the re-topology for lower resolution will be done in Maya.

Vertex Painting Test 02


Test 2 trying to see if using Vertex Painting is a good way for me to do the backgrounds. A fairly disgusting example but I managed to figure out the connections for vertex colours to appear when rendering with Mental Ray.  By using Vertex Painting I SHOULD be able to then not UV any of the assets and rely on shaders. It'll look very stylized hopefully !