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Showing posts from November, 2022

BSW - CAAyr3 - Bulge Deformer Practice

  Bulge Deformer Practice I followed this tutorial twice, one did not work, and the other did. The first time I made a spiraling curve to test the flexibility of this method and in the end, after inputting all the nodes into the bit frost graph, it was broken despite trying multiple times. Then I did a more simple curve mesh and it worked. Maybe it doesn't like complex geometry? This method will hopefully be used effectively when animating the main veins of the scenes. It will give a living effect on them.

BSW - CAAyr3 - Reworking Models 2

  Reworking Models - Door Here is the door I have recently reworked, I have used the crease tool to get a new effect and ultimately get the poly count down.

BSW - CAAy3 - Reworking The Space station

  BSW - CAAy3 - Reworking The Space station I have taken time to rethink the topology of the space station as I have had newfound inspiration for the scene involving it. Using the crease tool I have had to reroute, delete, and change a lot of the edge loops to fit and support the crease tool to help it work best. An advantage to using the crease tool is that in the end, there are a lot fewer polys to take up memory and render times, the downfall is that up close, the edges appear less sharp and crisp. Here are some examples and comparisons. You can tell which uses the tool by the thicker lines.

BSW - CAAyr3 - Reworking Lobe'ous

  BSW - CAAyr3 - Reworking Lobe'ous After re-designing the main character of my animation traditionally, I decided it was time to rework the 3d model I had already completed. I really can not wait to see how this model will come to life after textures. I have used asymmetry to add detail and more uniqueness to the look. I cam across no problems during this process so I am very happy with the result.

BSW - CAAyr3 - Art Style Reference

  Art Style Reference Before this game came out, I already had a really good idea in my head of what my art style was, but when the Scorn came out, it solidified the idea. The art style of scorn is pretty much exactly what I am going for. Horrific, disgusting, bloody, fleshy environments that make you grimace.

BSW - CAAyr3 - Ambience and Texture References

  Ambience and Texture References These are some of the references I have taken into consideration when creating my environment and character. I like the 'ribbed' effect things have like the 'nose' of the helmet in the first image or the walls of the huge cave. I took inspiration from the ambience too with the dark, dingy, foggy environments. All the pipes you see on the alien space station interior, will be what my space station will look like but instead of the metal pipes they will be veins acting as pipes.

BSW - CAAyr3 - Reworking Models 1

  Reworking Models I have started to rework my models in Maya for my animation. Some of the early models have pretty bad topology therefore I have been improving them. At first glance there is not a lot of difference between these models. However, one uses a lot of support loops, and one uses the crease tool to be able to get the crisp edges which uses a lot less polys.

BSW - CAAyr3 - Pre Viz Compositions

  Pre Viz Compositions I have completed a few compositions for the previz explaining what is happening at the time and showing the compositions that will be the final thing. I focus on light, character position and subject focus as well as explaining the atmosphere that is going to be created.