Thursday, September 25, 2014

Visual Development: UV Layouts, Textures, and Layered Textures (Project 2)

For our second project in this class, we learned how to properly layout the UV's of an object in order to create an effective/realistic texture, how to create the textures needed for that object in Photoshop by following the layouts of the UV's as reference, and also how to make a layered texture map in Maya to project images on top of each other in a proper manner.


Picture to the Left: This is a UV snapshot of the metal scraper that I needed to texture in the given scene. I learned how to layout these UV's by cutting and unfolding the UV's, sewing them together dependent on the material that the area consists of, and laying them out properly in the 0-1 space. After I completed this project, however, I realized that I could of improved the UV layout of the handle (on the left) because one side of the handle curves too much and it resulted in a distorted texture.

Picture to the Right: This image shows the texture layout that I created in Photoshop that match up with the UV layout of the scraper. I used masks, several layers, and the clone stamp tool to create the realistic textures of the scraper. From here,  I can import this file into Maya and the texture for the scraper will be completed, and look realistic. Although, once again, I realized that I could have improved this layout after the assignment was finished by making sure that my UV's are laid out perfectly before texturing, and to also not overuse the clone stamp tool too much as it can create a fake look for the material.



Picture to the Left: In this photo, you can see the sticker (Vans sticker) and the dirt spot (next to the sticker) that I created using layered textures in Maya's hyper shade. I learned how effective this method can be to create the specific output that you are looking for, depending on the scene. 

Picture to the Right: This photo shows the final look of the metal scraper after the texture layout was applied to it. The texture appears to be realistic and not distorted, making it more life like for the audience. 



Wednesday, September 24, 2014

Visual Development: Lighting Scenes (Project 1)

This month in my Visual Development class, we have learned how to do a various amount of things to make a scene more appealing for the audience through lighting, knowing which types of lights to use in a specific type of scene, how to layout UV's properly and create the textures in PhotoShop for those UV's, caustics, render passes and compositing them together in Nuke, and also how to create layered textures in the hyper shade of Maya to create the textured look that you are aiming for on the objects in the scene.

For our first project in this class, we learned about how to light a scene properly.

Picture on the Left: I adjusted the color, intensity, light shape, and size of the light in the back room (area light) to give it the appearance of an incandescent light. The light that is shining on the door is a directional light that had it's color, intensity, location, position, and the size adjusted to shine on the correct spot.
Picture on the Right: From the first lit scene, we added a black body to the area light in the back room, and readjusted the intensities and color of the light. From there, more area lights were added to the scene to light up the very back room, and the room with the bottle in it to give it the appearance that it is in a day-time setting.

In both of these projects, we learned how to deal with the shadow rays and making the shadows more appealing. Also, we learned how to adjust the point interpolation to adjust the look of the scene.


Monday, September 8, 2014

Learning Motion Capture

Here are two of my newest projects for my Motion Capture class at Full Sail University. We are learning how to clean up the motions of markers, name the markers accordingly, properly attach the markers to a rig, and create a fluid final animation. 
The final project for this class will consist of us students acting out the animation in the MoCap suits, cleaning up the motions and the other components in the software programs Cortex, Motion Builder, and Maya. From there, we will create a scene that will involve lighting and shading, texturing, modeling, storyboarding, and compositing to make the final product. In the end, we will have a fully functional Motion Capture animation that creates and entertaining story for the audience. The progress of this project will be posted up throughout the month, so please stay tuned!  

Purpose: Class Assignment - Lab 1 (Motion Capture - Full Sail)
Assignment Type: Learning the Basics
Software: Cortex, Motion Builder, Maya
Date: September 3, 2014

Purpose: Class Assignment - Lab 2 (Motion Capture - Full Sail)
Assignment Type: Applying Basics to more Complex Motions
Software: Cortex, Motion Builder, Maya
Date: September 5, 2014

Tuesday, September 2, 2014

Character Animation 1: Final Project

Purpose: Class Assignment (Character Animation 1 at Full Sail University)
Assignment: Basic Walk Final
Month: August 2014

From this assignment, we learned how to properly do a basic walk with 3D animation along with other overlapping animations.