Demo Reel:
In this video, I added some screenshots and renders still and animated that I have been doing in 3D during my time in HND2. The final video was edited in After effects to add effects like the intro and transitions.
Conan Lip Sync:
In this video, I added some screenshots and renders still and animated that I have been doing in 3D during my time in HND2. The final video was edited in After effects to add effects like the intro and transitions.
Conan Lip Sync:
For this lip Sync I found a suitable piece of audio to go with the style of rig I will be using.
The audio used id an extract from a scene in the game "God Of War".
I imported the audio into Maya and then altered the rig's controls to moved the facial features into correct positions for each sound and also moved around some of the limbs to add to the animation. keyframes where added for each movement. Finaly I added a camera to render and had it pan and zoom around the subject to add to the scene.
Ape Lip Sync:
For this lip sync I animated it using the same method though I brought the rendered images into after effects and then added the effects.
The audio used is an extract from the movie "Planet Of Apes".
Lips sync research.
Walk Cycle:
For my walk cycle, I used a character rig created by Arman Musovic. I began by moving the characters limbs into place on frame one. I set keyframes for each.
I then moved to my middle pose and changed the pose to what it would look like when the opposite foot is forward. I also set keyframes for each. When the character was mid was midway through the movement I again changed the pose and set keyframes so the motion would look more believable and fluid. Other poses where keyframes in for just before contact with the ground and after.
I then opened the graph editor and changed around any curves that needed slowing down and speeding up. In some cases where for instance when the foot makes contact with the ground I broke the tangents so the animation would be sharper and less smooth.
Finally, I highlighted any keyframes I wanted to loop in the animation and then clicked on the curves menu on the graph editor. After that, I selected post infinity/cycle and pre infinity/cycle so the animation would loop continuously.
Below I created a temple for some practice. created all the shapes using polygon primitives and then shaped them using the move, scale and rotate tools. Some shapes where also bridged and some shapes duplicated when I wanted some exact copies. Finally, I textured the scene using textures I found online and applied them in the Hypershade window and attribute editor.
Here is a test render of my scene
I added some directional and ambient lighting to help give the nighttime feel. The directional lighting was set to where the light from the moon would emit so the moonlight could cast some shadows on objects in the scene. I also created a Moon using the sphere polygon tool and applied a moon texture I found online. The stars are a background I also found online.
I then imported and placed my tree into the scene. Other props like trees, stones, and mushrooms for the background were also modeled in Maya.
I created a hill that will feature in my scene and added a fence to help with the composition of the shots I plan to take in the future.
Then I added a grass texture I found on google images in the areas where grass will be. I did this to save on rendering times as rendering polygons for each blade of grass will be cumbersome.
For the pathway, I went with a simple brown lambert shader.
To straighten out the path I moved around the vertices to it looked nice and smooth rather than square edges.
For the leaves, I exported the UVs into Photoshop and painted a texture for them and applied it in Maya.
I started to build objects in Maya for my scene. In the beginning, I created a base mesh in Maya and then imported it tin to Mudbox. In Mudbox, I sculpted the tree more to give a more natural look. When happy I exported the file and imported it back into Maya.
Here are some references iv looked at for my scene.
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