Left with legs and weapons.
Note to self: Displacement function can be found via input/output of mia_material_x_SG node
Torso texture map complete, moving on to the head next followed by the rest of the limbs. Took a 5 months break from 3D animation as I was going through intensive training in traditional Drawn Animation and Digital Compositing (in Nuke).
Here's a new character which I'm currently working on. Took 2 - 3 weeks to plan and model, UV maps neatly unwrapped and organized and now proceeding to texture. This character will oppose Azreal in the upcoming short animation. More updates coming soon. "Just a school project, still lot's of room for improvement.
We'll work harder for the next project! Artists: Nick and Bryan (me) -Responsibilities Breakdown- Bryan: Azreal character & Weapon model, texture, rig/ animation lighting/ audio Nicholas: Monster character model, texture, rig & Environment model, texture/ lighting/ vfx & comp" I've encountered and solved a technical problem when creating a switch for Azreal's weapon to transit between holsted, hand and free joint.
All worked out well until I tried to create a master control influencing the position of the constrained free joint that was being influenced by the other joints (holsted, azreal's hand etc). Problem was mainly due to orientation values in the channel box. Here's one way to solve it. 1) Create a group holding the control (as per normal), putting the 'trash' values of the influencing joint in the group before parenting the control under the group. 2) Modify freeze transform the control. 3) Duplicate the group and freeze transforms on the duplicated group, then parent the group under the control. 4) Dump the influencing joint values into the group. 5)Now this involves a little bit of trial and error. Because it is so confusing I can't remember the exact steps but modify freeze transformations on the joint (you might not have to do so, it depends) then parent constraint the joint to the group acting as the 'channel cleanup'. If it doesn't work then you might have to take the values after parent constraining the joint using the group. (see the values in the channel box once it's 'blued') Whatever the case, it's all about freezing the transformations and putting the value of the joint (whether initial or after constraint) into the 'cleanup' group. Refer to images below. Skipped a few updates. Character rig for Azreal is almost complete with finishing touches for the set driven keyed cloak. Texture has been complete for both Azreal and sword which I will reveal soon. Probably one of the most complex characters I have done in my years of CG experience. Blendshapes driven facial expressions.
|
Archives
July 2018
Bryan Isaac EmmanuelStudent of NTU |