Sunday, December 28, 2008
Sunday, December 21, 2008
Sunday, December 14, 2008
Monday, December 1, 2008
Sunday, November 23, 2008
Uni (2)
Saturday, November 15, 2008
Sunday, November 9, 2008
Monday, November 3, 2008
Skinning (1)
Sunday, October 5, 2008
An arm rig
This is a movie of those.http://www.youtube.com/watch?v=zdsckDkTMPs
And you can download sample data from this page:http://nkj.lib.net/sculpland/htmls/english/modeling/08modelinfos.html
Thursday, September 25, 2008
A rider (11)
Tuesday, September 23, 2008
MEL script (2)
Go to the MEL script(procedures)'s text page
Monday, September 15, 2008
MEL script
Until I receive it I make some MEL scripts with my Maya Complete 4.0. This is a MEL script I made. You may be able to add an ik with control locators to an arm or leg skeleton with this. (You can use this with your own risk.)
Go to the MEL script's text page
This script can do a simple task but this will help me because doing a task like this is annoying.
Sunday, August 31, 2008
A rider (10)
Basically the textures were painted or baked by modo and synthesized by Photoshop.
I used modo's Image Ink to paint fabrics. You can make a fablic like texture from a gray texture with using Photoshop's "waterpaper" filter. (I'm not sure about that filter's name in English version of Photoshop because I'm using a Japanese version of that.)
I made color textures which consist of ambient occlusion maps and displacement maps to emphasize suits' wrinkles. Those maps were baked by modo and then synthesized by Photoshop.
I took a look at web sites about cosmetics for making a face's textures because I had no knowledge about cosmetics. It was interesting.
The next I'll make a skeleton and its rigs. First I'll make an XSI script for making them.
Sunday, August 24, 2008
Tuesday, August 19, 2008
A rider (8)
The pipeline is like this.
1)Freeze a part of the model in modo, then export.
2)Sculpt it in ZBrush, then export.
3)Bake normal maps in modo.
4)Bake an ambient occlusion map with a model with a normal map in modo.
Sunday, August 3, 2008
Saturday, July 26, 2008
A rider (6)
Sunday, July 13, 2008
A rider (5)
Since this model will have a skeleton I have to consider skinning. On each detail I decide if the detail should be baked to a normal map or not. Because a detail made by a normal map doesn't need points on an object, and it's obvious that skinning with few points is easier than with many points.
Monday, June 30, 2008
A rider (4)
Monday, June 23, 2008
Subdivision surface test
In the result, the UVs look similar. I think there will be no problem( or few problems) in UVs. In the mesh there is a problem that XSI's result is slightly larger than modo's. As far as I know, this kind of difference could be small if the mesh has enough of edges. In the rider's model there are enough edges except for the top of the head and teeth. I'll add edges to them to avoid the problem.
Saturday, June 21, 2008
A rider (3)
I put all details on this without sculpting tools in modo, but I'll use sculpting tools to add details on clothes. There are lots of details (stitches, wrinkles and so on) on the rider's suit and it might be very hard for me making them without sculpting tools.
I'll make the rider's suit next but before that I have to test subdivision surfaces and UVs with it both in modo and XSI and make sure differences between them.
Saturday, June 7, 2008
Saturday, May 31, 2008
a rider (1)
This base model will be naked. I'll make clothings and equipments afterward.
Though it will not have to be detailed, I'll make it slightly detailed because I may also use it for other projects.
This model is being made with modo. I'm not sure if modo's subdivision surface is similar to XSI's or not. If they are very different, I'll freeze the model with subdivision level 1 then bring it to XSI, or just adjust the model in XSI. Both UV maps won't be smoothed as I did in making barrels at the foot of light poles.
Monday, May 26, 2008
A port
The floor consists of polygon models and their instances. The sky was made from a polygon sphere.
In the image above I've rendered lights on light poles by a different pass from background's. The lights' pass has 2 partitions to fill lights or background with different colors (black and white). Then I put background's pass's pictures into Photoshop and added a new layer, then filled the lights area by using lights'pass's picture as a layer mask, then added an effect to the layer.
Though this scene is still lacking some elements, I'll make them and adjust this scene afterward. The next I'll make a rider.Sunday, April 6, 2008
A gantry crane (3)
In this image the upper part of the crane is lit up by some point lights. I'll add glows on the same positions of point lights.
Now I have containers, a top lifter, a gantry crane. I'll start to make a port with them. I may have to make some items to fill spaces.
Tuesday, March 18, 2008
A gantry crane (2)
Sunday, March 2, 2008
A gantry crane
This time I made its ambient occlusion map by modo.
The gantry crane will have four of this base part. The height of the base is about 3.6 meter. The height of the gantry crane will be about 50 meter, but upper part of the crane does not have to be detailed because there will be just 1 closeup and backlight shot of its beam (cut number 12).
Sunday, February 17, 2008
A top lifter (4)
Tuesday, February 12, 2008
A top lifter (3)
I'll use those maps to save rendering times.
Monday, February 4, 2008
A top lifter (2)
Saturday, January 26, 2008
A top lifter
Saturday, January 19, 2008
A 40 feet container (2)
The models near by the camera are high-poly objects and the distant models are low-poly objects. Actually the low-poly objects are cubes. The low-poly object's textures were baked by modo.
A high-poly object has 3 2048*2048 textures for diffuse and specular. A low-poly object has a 512*512 texture for diffuse. I think textures for high-poly objects could be optimized and reduced its size. The left containers are low-poly and the right containers are high-poly.
Saturday, January 12, 2008
a 40 feet container
This model was made and rendered by modo 301.
I'll make variety of textures to make variations.
Sunday, January 6, 2008
A storyboard and designs
I'll use SOFTIMAGE XSI 6 Foundation, modo 301, Photoshop and so on for this project. I may be using some sort of movie editing software but I'll consider about it after making all scenes.