Showing posts with label 3d. Show all posts
Showing posts with label 3d. Show all posts

Saturday, September 6, 2014

Sneakie Peekie No.7 Final body Rig


     I finally finished the body rig. I'm pretty excited with how cool it ended up with all the functionality and the abilities it has. I'm not sure when exactly I'll start rigging the head but I hope I'll have the time to finish this.
     As I already said in a previews post, I'm starting iAnimate on Monday and I'm planning to take some sleep and regenerate my batteries during this weekend.
I can't wait for tomorrows 6am (!) welcome meeting with Jason Ryan!

Thursday, September 4, 2014

Sneakie Peekie No.6 Rigging

Ok people... 2 days/ 5 hours of sleep and a ton of joints!
The rig is based on several techniques from tutors, Supinfocom courses and personal experimentation trying to achieve the best and most appropriate result for every part of the character.

Ribbon rig on spine and head,
classic IK/FK with stretch capabilities on arms and legs (since the body is more like a human, I tried not to add extra cartoony controls on these),
Extra controls on hands and feet for faster animation.
Spline IK with FK controls on tail for extra control (to be attached)
Ribbon rig with 3 main curve controls and 6 extra on bones fot tongue (ready and waiting to get attached too)
I'll leave the head last because of a totally different philosophy rig based on joint+blendshape correctives for expression.

Also on Monday I start iAnimate. I'll try to work and add things little by little in parallel with the animation courses.

Thank you for following!

Saturday, August 30, 2014

Sneakie Peekie No.5, Textures

Probably the final textures. Ready to dive into rigging. It needs to apply some break of symmetry here and there but I'll do this with fresh eyes, after the rig has been done.
Here is a fast and simple vocabulary for people outside the industry
mesh = the 3d model made by polygons 

3d modeling = the process of creation  of a 3d object/mesh with careful placement of polygons in order to have a precise topology flow for further treatment.

3d sculpting = actual sculpting in a 3d environment on the base 3d mesh which is subdivided into millions of polygons (like cells)

texturing = the process where the textures on the mesh is applied through 3d/2d painting techniques

UV layout = the "map" of the mesh unfolded on a 2d space (U/V= X/Y) so the textures can be applied.

Rigging = the process where a rig (skeleton) is constructed in order to have an animation possible mesh.

Rendering = the phase where the shaders (materials of the meshes of a scene) were applied and the "rendering engine" is computing the lights of the scene delivering an almost final image/video.

Compositing = a post process where different rendering passes (like color pass, shadow pass, reflection pass, pass for depth, fur etc) are composed into one final image/frames and other image correction layers are applied for the final polished result.

Tuesday, August 26, 2014

Chameleon Sneakie Peekie No.4

Going deeper and deeper. There is nothing particular in my mind. I'm trying to combine the colors in harmony and in a natural way and make individual parts of the character clearer to the eye of viewer (eyes, arms, chest, edges around basic parts e.t.c.).

Monday, August 25, 2014

Chameleon Sneakie Peekie No.3

Paint, Paint, Paint...
I'm trying to keep the texture realistic enough to make an interesting impact with the more colorful environment but not that much in order to avoid falling into the trap of having a cold, computer generated like mesh with no personality.

Tuesday, August 5, 2014

sneakie peekie No.2

Sculpt sculpt sculpt! I finished the basic form and I unwrapped the UVs (in Maya). This is the phase where Zbrush has the upper hand. I estimate to work 2 days on sculpting and 1 on painting. After, 1 week full of rigging! Still a lot of work to be done and I already start missing animation :(

Friday, August 1, 2014

Sneakie Peekie


Just a sneak peek of what I'm working on right now.  A personal project in order to practice and remember all the 3d stuff and finally feel the jump from 3ds max to Maya.

The goal is to have a full 3d illustration based on an illustration I did earlier this summer
(can be seen here http://dimitrishrist.blogspot.gr/2014/07/fly.html )
and a fully rigged chameleon, ready for animation.
I'm working my model in Maya and Zbrush, texturing in Zbrush (maybe Mudbox too) and rigging it in Maya.
I'm gonna composite in After Effects in order to have a final scene where I can easily create a video from it.

Let's cross fingers that I'll have finished this before the commence of my iAnimate ( http://ianimate.net/ ) class on September!

Thursday, September 12, 2013

Brain anatomy for a freelance medical project


Maya (Brain helix modeling), 3ds max (rest modeling), Zbrush, Vray, Photoshop
Full brain model available ;)

Friday, July 19, 2013

Works in progress...

These are some models I began before time as a Zbrush excersice and I decide to "revisit" thanks to Zremesher!!! :) Thank you Pixologic!

Practice and experimenting with texturing and Vray for Maya on the way... 







Saturday, November 3, 2012

Back to school...

MonsterOfAbyss (3ds max, Zbrush, Mudbox, Vray, Photoshop)

In the beginning the idea was to have a huge angler fish and the little (whole) diver in the front.
Lost in the darkness and holding a tiny light (angler's light bulb)

But while I was reasearching I found this great piece of art and I got inspired
(Deep Diver by Randis)

http://randis.deviantart.com/art/Deep-Diver-by-Randis-135846915

Mudbox, 3ds max (Hair&Fur), Vray

Pendant le stage d'été chez Beetroot (sneak peek)... www.beetroot.gr

Conception, conception, conception...

"ED award" conception en 3d
(all   -1st idea up left)

Moosiks.com renaissance ...WIP
(all   +rigs)

3d pour publicitaire d'huile d'olive (Extra vierge, carrément)
(all  -graphics)

3d experimentation sûr la theme de "Thessaloniki 2014 capital of youth"
(all, based on "Thessaloniki 2014 capital of youth" Beetroot logo)

N'importe quoi renders...
(all)