Embed
Email

How to

Document Sample

Shared by: dandanhuanghuang
Categories
Tags
Stats
views:
0
posted:
12/6/2011
language:
pages:
8
How to



Concepting

The first step is to gather references and start to sketch, then you eventually will come up

with a design and start to work further with the idea









Block in

The fun part begins with a simple block in on how you want the scene to eventually turn out,

if you have a scene and a character, do focus on putting together either the character or

scene, do not work on both things simultaneously, its more time consuming that way.

UV-mapping



When I was satisfied with the scene I began to UV-map it

Be aware of how you’re putting the seams and how you lay out the uv-maps.



I re-used many meshes so it would be less time consuming and less work.









Texturing



I used stock pictures/textures from CGtextures, and I went out and photographed textures

too.

I textured the building pretty early in the project, just so I could get a feel of how it

eventually would turn out, and I thought that I easily could go back and tweak the textures

when I had time.

The Monster



I researched more about my monster, the type of skin I would want to achieve and I wanted

horns on him so i researched and started to model the horns.

The horn where very simple shapes, and the sculpting progress in Mudbox went on fast and

smooth.









When I was finished with the horns i rendered a displacement and normalmap from Mudbox

and connected them to the hornmeshes in Maya.

When I felt happy with the horns I started to do the basemesh of my monster,

and tested it out in the scene.









Retopo and Sculpting









I needed to do a retopo of my character so I did it in DrasterNEX, so it would be more

animation friendly with a smooth edgeflow.

The sculpting began and it was done by my trusting Wacom tablet.

The horns where in a separate Mudbox file, so it wouldn’t slow down the computer so much.



I assigned the displacement and Normal map from Mudbox on my basemesh and with some

tweaking in the normal map, the monster went smooth.

I did a simple texture too him, just to test it out.

Rigging









I did a simple IK joint rig, then I skinned my horns on specific controllers, so it didn’t deform

or jump out of place.









After all the rigging, I basically started to texture more and mapping the skyscrapers with

normal maps, specularmaps and ambient occlusion.



I did a test animation just too see if it would work with such a big mesh.

I did a subsurface scattering on my monster for the final stages of the project and tested out

the power of it.

Then I started to set up renderpasses, Z-depht, Beauty and characterpass/lightwrap pass,

just the monster in it with a surface shader on the city so it went black.









A simple Nuke comp with my Z-depth pass and some glow.

Final tweaking and final movie render in Adobe Premier Pro, with camerashake, motionblur,

e.tc.



Related docs
Other docs by dandanhuanghua...
CSCE_Postgrad_Research_Students_Guidelines
Views: 0  |  Downloads: 0
F
Views: 6  |  Downloads: 0
SDS_User_Manual
Views: 3  |  Downloads: 0
systémy - FEL wiki
Views: 0  |  Downloads: 0
Alan Kalter - Bio 020812
Views: 0  |  Downloads: 0
Battery Balancer - Control Board
Views: 0  |  Downloads: 0
cocuk_1_erkekler
Views: 0  |  Downloads: 0
CARLSON.TESTIMONY
Views: 0  |  Downloads: 0
New_York_2011_info_letter_1_
Views: 0  |  Downloads: 0
By registering with docstoc.com you agree to our
privacy policy

You are almost ready to download!

You are almost ready to download!