Monday, 24 March 2014

Introduction to Texturing: Faked Rim Lights

Before Occlusion Node Was Added
After Occlusion Node Was Added
Skin Adjustments (Tint Of Red And Blue)
Ground Adjustments
Clothes Adjustments
Shoe Adjustments
Hair Adjustments
Final Render

Introduction to Texturing: Sampler Info Node (Xray's)

To start assign the X-Ray shader to the object, we first had to add several nodes to the materials hierachy. The nodes are Sample Info and Ramp Shader.
Hypershade With The Necessary Nodes Added
The Ramp Shader Assigned To The Lambert 
50% If The White To Ensure More Transparency
Ambient Light Added To The Scene 
Glow Added To The Material

Introduction to Texturing: Double Sided Shader

Setting Up Th Nodes
After The Normals Are Flipped, Assign One Material File On One Side 
After The Normals Are Flipped, Assign One Material File On The Other Side
How The Other Side Should Look Like

Sunday, 23 March 2014

Introduction to Skinning: Interactive Bind & Painting Weights

In this tutorial, we were tasked to use another method of skinning -Interactive Bind. Here are few images of the adjustments I've made as I followed through the tutorial.









After I was satisfied with the basic adjustments with the capsules, I went on to paint the weights on each joints of the arm.

To finish of the tutorial and to show that I have successfully painted the weights, this is a short animation of the arm moving.

Introduction to Skinning: Adding Influence Objects

Adding Planes and Parenting It To Each Joint 
After The Weight Have Been Painted on Each Knuckle
Elbow Interactive Weight Painting
Bicep Interactive Weight Painting
After Set Driven Key for Elbow and Biceps

Introduction to Skinning: Painting Weights

This the second method of skinning, which is painting the weights. I find that by doing this way, the results are better in comparison to smooth binding. 
Pinky_03_Joint_Weight Painted 
Middle_03_Joint_Weight Painted
Index_03_Joint_Weight Painted 
Thumb_Twist_Joint_Weight Painted
Wrist_Joint_Weight Painted
Elbow_Joint_Weight Painted
Shoulder_Joint_Weight Painted

Fantastic Voyage: Narrator's Script

Introduction to Skinning: Smooth Bind (Creating Joints & Edit Weights)

Here is the first part of the skinning tutorial.
Setting Up The Joints By Using The Locators as Guidance
Binding The Joints With The Arm Using Smooth Binding
I've done an extreme finger positions to show that I have used the component editor to clean up the weights affecting the specific areas of the hand.
Using the Component Editor To Clean Up The Weights
After The Wrist Weight Clean Up
After The Elbow Weight Clean Up
Initially, I found out that this whole process is confusing as I was just following the video and not understanding what I was doing. So, I did this tutorial again and I think I am slowly getting it. More practise is needed and I might apply this concept in my current project.

Introduction to Rigging: Biped Rigging of Head, Neck & Final Grouping

Here's the final outcome of the final biped rigging along with the outliner that has been organised with the necessary naming conventions. 





Friday, 21 March 2014

Fantastic Voyage (Tree Texture Render)

After sucessfully bringing in the tree into Maya, I did a test in texturing my tree. I am pleased with how it looks like as it mirrors my concept.

With and Without Texture