Thursday, 4 February 2016

Live CGI

As my final project and research question has took a turn and the major inspiration for the action to happen is due to the CGMeetUp page in Facebook It is a page where tutorials, behind the scenes, forum with questions and jobs are mentioned. And the recent release of Behind the scenes and making of Iron Man 3.


Iron Man 3

And also most fascinated by the making of the chemical brothers wide open. The reason for why I like this breakdown is because of the effort of the actor, level of composition and match moving. And majorly the camera trips and the camera track done the crew.

making of the chemical brothers wide open

Saturday, 23 January 2016

Animation Work - Walk Cycle

With the resuming of the classes in the second semester, and the going live project, the first try in the maya lab was the basic human walk cycle. It was pretty much exciting and simple. We tried the walk cycle along with Sang in the class and later I worked on with a free rigged character from CG Meet Up and tried a walk cycle.
The preview playblast was taken and the end result was pretty much good.

Thursday, 21 January 2016

The Winter Break


After coming from the winter break, and having watched many movies inspired me to shift my focus on the final project to a different direction. One of the important influence which made me to shift direction was the class with Sang for lighting and rendering. The technique which we learned was IMAGE BASED LIGHTING (IBL). I loved the way 3D objects gets merged in the live environment and so I started working on a story for my final project, which includes live CGI. I came up with a story line and the script was done and also the character design with the help of my friend.

The Script for the story is shown in the given link
https://drive.google.com/file/d/0B_PT3eQlyKQ8Si16UFNLQjVzdmc/view?usp=sharing

Sunday, 6 December 2015

Skinning

And the final step of rigging, skinning of the bones with the mesh is being done. Yes it was really a slow process and needed a lot of patience and understanding of what is done and why it is done. These are the screenshots of my skinning and final outcome and I'm very much happy on seeing the result. First I tried to do the INTERACTIVE BIND method and it did'nt work very well and finally the normal SMOOTH BIND was the one that helped me.



Posing

After painting weights I tried to take an image from online and copy the pose to my character



Friday, 4 December 2015

Research Poster

Atlast the research poster was presented but I changed my research question into a good heading and didnt include in research question in my poster. That was the remark I got while presenting it. Here is my poster

Rigging

After modelling my 3D character, I preferred to try my hand in rigging than in texturing. Because I dont have much experience in texturing. I have just finished the basic rig and control set up for my character and still I have create attributes for the finger rotation and skin the rig to my model.

MODELLING

The character for the 2D to 3D project is getting ready. I had to use both Maya and 3DS Max, because I feel like I can have wide range of control over my project using the two softwares. These were the screenshot inbetween the modelling process. I was using the base mesh from the mudbox, as I didnt want to mess up with the topology. Though I had a major problem with the flipping of the normals for the mesh while exporting between the two softwares. It was testing my patience, still I managed to overcome it.