Sunday 26 January 2014

Animation Direction AM50309 - 6: Week 3

This week I've decided to devote my time towards creating the texture maps for Fishbone. I knew that this would be quite a long process, so I'v dedicated the entire week to doing this.

My plan was to create the texture map in Maya, then import the model into Mudbox to mark out particular points of the characters texture. Once this was done, I'd add extra detail by exporting the texture file to Photoshop.

I started out with the face, and applied cylindrical mapping in Maya. I then separated the eye flaps to avoid them reflecting onto the head. Once exported into Mudbox, I applied various facial details such as freckles and scales. In Photoshop I then changed some details slightly to avoid it looking too formulaic. Below is the final texture map.



In order to improve the face, I decided to include bump mapping to make the details stand out. Through looking on the web, I discovered a great tool named CrazyBump that allows you to automatically create normal, occlusion maps etc. I don't plan on using all of them, but I will definitely use the normal map. 








I carried out a similar process with the rest of the mesh, but I made sure to apply different texture maps for all of the geometry. Here are some samples of the texture maps I made.

Sandals

Hair
Helmet


Tail Fins

Body Shield



Sunday 19 January 2014

Animation Direction AM50309 - 6: Week 2

I made a start on creating some of assets for the environments of my film. I decided to make a start on the palm trees, as these would be tiled within my scene.

I made a start on the modelling process, and my original intention was to replicate a realistic palm tree. However, due to the high poly count of the main character, I decided to give it a cartoony style to reduce it. I then rigged the palm tree so that it would bend and avoid the trees from looking too formulaic.






I then applied cylindrical mapping to the trunk, and left the mapping on the leaves the same. I then exported it into Mudbox to start texturing. I found it useful to do it this way, as It allowed me to mark out specific places that needed texturing. Once I'd done this, I then exported the texture maps as psd files to be edited in Photoshop. I made slight edits on them to ensure that they looked right when uploaded to Maya.

Another thing I wanted to try out was bump mapping on my models. I've never tried it before, so I wanted to experiment with it for this project. Having found a tutorial online, I decided to use a software called CrazyBump. This program allowed you to import files and convert them to normal, displacements maps etc. it was a lot quicker than doing it manually, so I plan to use this software for future projects. I then uploaded all the files to the original mesh in Maya, and I found that I got a far better image in the end.







Sunday 12 January 2014

Animation Direction AM50309 - 6: Week 1

Welcome to a new series of blog posts titled Animation Direction, which will display the progress of my final major project. Over the next seventeen weeks I will be showing you the work I've done on my final major project at university, from the initial startup to the final stages of animation.

So this week I've decided to focus on the planning and scheduling of my project. I knew that this was important for the next few months, so I decided to create a schedule that manages to give me better time management. I feel that this will help me keep on track with my wor, and I plan to follow it as closely as I can.



This week was also an opportunity to make improvements on my current model of Fishbone in Maya. As i already modelled some of him in Maya during last semester, it was an opportunity to finish some modelling that wasn't finished before. New additions include the hairline, tail fins and feet, including some extra detail on the nose.


Before






After