Monthly Archives: February 2011

Animation progress

I have done the basic animation. My rigging and skinning could need some more work but will do the job for this basic movement. I want the figure to be little dumb and bumping around in the woods and in … Continue reading

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Displacement seams

During displacement tests I got some weard seams. I googled some and found a mel script  ”   addAttr -ln “miExportCCMesh” -at bool mentalraySubdivApprox1;   ”     http://www.digitaltutors.com/forum/showthread.php?6406-displacement-seams-and-maya-2008  . It didnt work with mentalraySubdiv. I tried with Displacement tesselation in the approximation … Continue reading

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Small mushrooms

I’ve have modelled some mushrooms. They will be placed mostly on the back of the troll. Working on textures combined with sculpting right now. I want the look of old skin that’s have ingrowth nature. Human skin, Rock & moss … Continue reading

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Sculpting progress

Mudbox working fine! Really fun to sculpting. I’m using some reference of muscles and old skin. This is high poly mesh from mudbox. I finish the UV map today and will test the sculpt later with displacement and maybe bumb/ … Continue reading

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Distance fog/Zdepth pass with nuke

To get more depth in the shot I will make distance fog. I have rendered out a Z depth pass, an 32 bit exr file. I got the most control with this pass. There where some problems setting up the … Continue reading

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Progress basemesh / edge flow

I wasn’t happy with the edge flow around the head/neck so I used NEX in Maya to fix the problem. I needed good flow around the neck so it can be animated later on. The poly count drooped down a … Continue reading

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Basemesh

The final base mesh. I will probably add some nails and jewellery later on. Everything is made in maya and NEX to get the basic edge flow. Now I will start sculpting in mudbox!

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