Showing posts with label texturing. Show all posts
Showing posts with label texturing. Show all posts

Friday, 13 February 2009

Hat and bag render tests





Using the 3d paint tool I quickly drew up some childish bug designs on the bag using Phils bag drawings as a reference. I had a little trouble with this at first because it was mirroring what I was painting despite the reflection setting being off. Alex Hulse then helpfully pointed out that it's because the UV map was overlapping, therefore so would the drawing. Here it is anyway, and as promised I did a quick compositing test with the renders as well to enhance the quality.

Right, now that's sorted out I believe it's blendshape time, and Phil has posted expression sheets so I have a good reference!

Thursday, 12 February 2009

UV mapping on the hat




With help from Jaimee Perrin, Phil and myself set out to work out and do the uv mapping for the ladybug pattern on the hat. It eventually worked out ok, although we did have the odd problem with getting it right so the spots didn't deform tragically. As soon as I have acess to after effects I want to post the images after it's been treated with the same effects that the last post proved to work.
This now means that I can spend the weekend sorting out blendshapes and the facial control pannel so I can finally get around to skinning. With any luck Phil should be animating by next week and I can turn my attention fully to Pocahontis Billiams.
We also had the formative assesment today, which proved to be a very positive one. I think we are on the right track here. The only real negative commentery was to do with my lack of personal creative interpretation. While we did come to an understanding that for the specialist areas I have undertaken there is not a lot of room to personal creativitiy, (Phil designs and I make it happen in Maya), I should perhaps still make an extra effort to deal with this!