For backgrounds class. 3 different trees. I spent I think around an hour and a half on each of these. The only one I feel is somewhat good is the last one of the pine- the other two are to lumpy. All of them are drawn from observation.
Also, if you read my blog, please feel free to leave any feedback you have, especially critiques that can make me a better artist. According to the counter I put on my blog I'm getting around 7 unique visitors daily- so if you have something to say, please do so.
For Ani 300. We had to pick an object in our classroom and use it as a puppet, shoot video reference and then make an animation about it. I want to make another pass on this eventually and make it a portfolio piece. Animation needs tweaking and I'd like to put better materials on it.
Done in 3DsMAX 2010. Its been a few months since I've used 3Ds and I keep using Maya shortcuts!
Trying to get better at this stuff. I have a long way to go. I'm thinking of using 'teahcers fix' as my working title. She's essentialy a 81 year old alcoholic teacher who works with 3rd graders. I'm going to rehash the storyboards pretty soon to make them more clear/amusing. My instructors Jim Johnson and Peter Moehrle have been invaluable in helping me do this project.
Today I am animating a stapler and drawing trees. 8D
For Chun Lu's modeling tutorial. (c) 2009 digipen.
This weekend I'm working on my junior projects. I'm nearly done with the block-in environment, then it's off to take my rough storyboards and make them finalized and pretty. Expect a post of those sometime tomorrow or Monday along with some updated old women sketches that are currently in progress.
Also, I posted some polygon modeling notes for my digipen compadres who don't know Maya yet. Most of them are familiar with 3Ds MAX. I'm reposing them here on my blog for your reading pleasure; I hope these help you guys out somewhat!
1. The 1, 2, and 3 hotkeys in Maya are for viewport smoothing. They are the hotkeys for low, medium and high quality display setting respectively. This means that if you want to render something it won't work if you use these hotkeys since they are for the viewport.
If you want something like turbosmooth in Max, go to Mesh > Smooth. You can also smooth just parts of a model by picking the faces of the area you want to smooth and going to mesh > smooth.
2. Do you want to have smoothing groups like in 3Ds MAX? Select the faces you want to smooth and go to Normals > Average normals. This will smooth out your model without adding extra geometry. You can also pick an edge and go to Normals > Harden edge to make an edge stand out, while having an edge selected.
3. Bevel is an awesome tool Chun didn't talk about. You can bevel edges like you can chamfer edges in 3Ds. Just pick your edges and select the proper settings for your bevel and you will have nice rounded corners.
4. Miss your symmetry? Not to worry! If you make half of a model in Maya, then go to edit > duplicate special and make a copy of your model as an instance, you can have pretend symmetry. So on the top of the options box hit 'instance' under geometry type instead of copy and also make sure to put '-1' under the scale of the proper axsis for your model. Usually it's the first axis (which I think is x) if your model is oriented to the front. By scaling by -1 you are making a mirror of the model. When you are done modeling select both instances of your model and go to mesh > combine then pick your edges and merge them by using your favorite merge tool under the edit mesh screen.
5. Want to export an OBJ, but dont' see it as an option under the export screen? What about mental ray, why doesn't it show up in the render options? You need to load the plugin. Go to window > settings/preferences > plugin manager. There you can check 'loaded' and 'auto load' for features that aren't currently loaded into maya, such as mayatomr (mental ray) and objexport (obj exporting.)
6. Append polygon tool is an awesome tool. It's like bridge, but you can keep clicking on edges if you need to span a large gap somewhere. Try it out some time.
7. Chun kinda glossed over how to 'inset' the faces in maya when making the top of the guitar neck. She just said 'extrude in the faces.' Extrude can be used as the equivalent of max's inset tool. Just pick the faces you wish to inset and in the extrude options box, look for the box labeled 'offset' and put in a value of .2 or something. Then it will insest.
Some stuff for layouts class. The 2pt perspective didn't turn out to good with my inability to draw awesome elipsis; but the interior one I am happy with.
The assignment was to do two line drawings from observation, the first being a one point perspective interior and the other being a two point perspective exterior. This class is taught by the very talented Peter and I've been having a blast with him so far.
Expect some storyboards for my junior project soon. I've been wrestling with a story and I think I finally have one that's worthy of animating!