Saturday, 15 December 2012
Thursday, 13 December 2012
Wednesday, 12 December 2012
Short Character Walk Cycle
Just a quick walk cycle showing movement and that the rig is fully keyed and working.
Character and Rig
Lloyd modelled the base model of the character and I just had to go back and optimise it a bit so it could be properly rigged. Rigging wasn't too technically difficult, the only main difference of our character is that he's made of cubes so they had to be parented to the joints instead of being bound and skinned.
The hacker version of the character is merely duplicated and slightly resized. He also had to have a defining feature like how the main character Cubeman has headphones, Hacker gets a mohawk.
The hacker version of the character is merely duplicated and slightly resized. He also had to have a defining feature like how the main character Cubeman has headphones, Hacker gets a mohawk.
Rigid Body Dynamics
After some hard work and almost abandoning the whole idea of having dynamics it finally worked on our building in the city scene. I baked the simulation to lessen render time and it turned out to be a pretty decent building explosion.
(Stills from our animation)
Tuesday, 11 December 2012
Render Setting Tests
Our world is designed around a digital aesthetic so we need to have everything looking crisp, bright and clean.
Ive set up an ambient occlusion node on all textures and played around with final gathering settings to achieve a clean effect.
We opted for physical sun and sky with final gathering in the end because it's the most similar to a pastel-like digital world.
Ive set up an ambient occlusion node on all textures and played around with final gathering settings to achieve a clean effect.
We opted for physical sun and sky with final gathering in the end because it's the most similar to a pastel-like digital world.
Sunday, 9 December 2012
Saturday, 8 December 2012
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