Posts

Completed Title Sequence

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Our title sequence project is now over and we have handed in the video! I'm really happy with how the project went and how we managed as a group despite the setbacks we had, in terms of idea and development as well as design and problems when we were animating. I think what we made is pretty good and I'm really proud of the work and what we managed to achieve as a group. The two links below take you to my other posts about the development of this project. Post 1 - Development Post 2 - Showreel

Falmouth Projection Map

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This is the 2nd 3D projection I've done, I took this photo myself using my phone camera in Falmouth Town, I'm glad I have found a way to now use any photo for projection mapping. I think this is ok, not as good as my previous one, but I did less modelling for this one.

Title Sequence Portfolio

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This is my portfolio of the work I did for our group title sequence project. As I mentioned in my previous post about title sequence, I did all of the rigging, as well as half of the character animation and modelling in Maya. This is just a short showreel demonstrating the rigs:

3D Enviroment Module Project

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This is the outcome of one of the last pieces of work in the first year, final 3D environment. This was the original picture I found online: I made this edit to make it more suitable for the camera projection, and just to practice some new skills in Photoshop: Then I took the image into Maya, built up the geometry using the perspective of the image and projected the texture onto the geometry.  Because of the camera move I was doing, I had to take this one step further and bake down the projection into a standard texture with UV's. This allowed me to take the textures into Photoshop and edit them like normal, I did this to remove some of the errors on walls where the texture from one part had been projected behind onto another wall. Once the textures had been edited it was just a matter of putting the backdrop in, and rendering it out. I thought this technique was really good to learn. I have found a way to work out the ca...

Dance Project

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Here is my finished dance project, the last animation pronciple task of year 1 at Falmouth! We were given the clips from BBC One's "Strictly Come Dancing" to use as reference, we had to make at least 10 seconds of animation. I chose this video as my reference: And this is the bit of animation I produced: I am happy with what I made but I think I did go about it from the wrong angle, in dance the movement is different to what normal movement is like and what I was used to, I think the movements could have been a bit snappier and more refined, as it was dance. I do like it though, tackling the lift was interesting, there was a lot of blending between FF and IK controls on the rigs, and a lot of constraints being turned on and off and different points. The constraints were a real problem in this scene file, a lot of them kept breaking or clashing with each other which had me taking them all out and putting them back in one by one eventually. I decide...

Baby Rattle

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Here is another little bit of work I've done, just a short piece of animation, it's not perfect but I tried to put a lot more focus on overlap, especially in the hands and fingers.

Bump Map Testing

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Briefly our title sequence group thought about making a building in 3D. These are just a few material and bump map tests I did for a brick wall, they are very basic, but were only initial tests because we decided to go in a different direction, but it was useful to properly look at bump mapping in Maya. This is a Blinn and Lambert material, with no bump mapping.  Blinn Lambert  Blinn Bump Lambert Bump There seems to be little or no difference between the Lambert and Blinn with no bump mapping, although light works differently on the Blinn when it is bumped mapped, the result is a bit more shiny and reflective. The bump map really makes the texture a whole lot more believable though, on both material types.