Performance Animation

alexander-koreshkov-droid-side.jpg
alexander-koreshkov-athlete-droid-1-4a.jpg
Week 2
e3d3d3.PNG
jij.PNG
333.PNG
swswsws.PNG

Mechanics/parts.

Week 4
Painting Weights & More Rigging.
swsws.PNG

First thing this week we used one of the models in sculpting section. Content browser-bipeds-robot humanoid. Later using same techniques as we did last week. Quick rig-polygon soup and then create and update. In the skeleton section choose skeleton only.

e3e333.PNG

Later change position for the bones and click create/update.  Next step it was to apply same technique for the skelton we used last week

ededede.PNG

Drag the skeleton fbx to Maya view window and add bones same as before. Then hierarchy in the select left corner. By selecting X,YZ, press 0 and enter to reset position of the bones. Next step it was to rotate 90 degrees in X axes. Then in the toogles and change character name and lately apply in the source mocap rigged bones. In the controls assign each parts for the bones.


Week 5

hmn_1.PNG
hmn66.PNG
WDD.PNG
32d.PNG

Week 6

UVing Recap & ZBrush to Maya Pipeline.
d33333.PNG

This week we looked into Zbrush and texture paint section. By using alphas brushes we played with shapes and different colors. Paint tools are in the texture section.

swsws.PNG
1a11a1.PNG
3434.PNG
Substance painting for Assessment 1.
alexander-koreshkov-droid-side.jpg
alexander-koreshkov-athlete-droid-1-4a.jpg
Week 2
e3d3d3.PNG
jij.PNG
333.PNG
swswsws.PNG

Mechanics/parts.

Week 4
Painting Weights & More Rigging.
swsws.PNG

First thing this week we used one of the models in sculpting section. Content browser-bipeds-robot humanoid. Later using same techniques as we did last week. Quick rig-polygon soup and then create and update. In the skeleton section choose skeleton only.

e3e333.PNG

Later change position for the bones and click create/update.  Next step it was to apply same technique for the skelton we used last week

ededede.PNG

Drag the skeleton fbx to Maya view window and add bones same as before. Then hierarchy in the select left corner. By selecting X,YZ, press 0 and enter to reset position of the bones. Next step it was to rotate 90 degrees in X axes. Then in the toogles and change character name and lately apply in the source mocap rigged bones. In the controls assign each parts for the bones.


Week 5

hmn_1.PNG
hmn66.PNG
WDD.PNG
32d.PNG

Week 6

UVing Recap & ZBrush to Maya Pipeline.
d33333.PNG

This week we looked into Zbrush and texture paint section. By using alphas brushes we played with shapes and different colors. Paint tools are in the texture section.

swsws.PNG
1a11a1.PNG
3434.PNG
Substance painting for Assessment 1.
Inspirations for Assessment 1:
alexander-koreshkov-droid-side.jpg
alexander-koreshkov-athlete-droid-1-4a.jpg
Week 2

This week by rigging skeleton we learn hot to create dynamic poses. By google some examples I was trying to do female modelling pose.

e3d3d3.PNG
IK Rig plug in in Maya for controlling rigs and creating skeleton.
jij.PNG
Creating female modeling dynamic pose.
333.PNG
Final pose:
swswsws.PNG

Mechanics/parts.

For my assessment 1 I create pistols as a part of my robot. The idea is to place them in empty spaces between arms, legs where rig usually need some more weight painting.

By creating simple shapes I spent some time to retopolgy geometry on these objects.
Week 4
Painting Weights & More Rigging.
swsws.PNG

First thing this week we used one of the models in sculpting section. Content browser-bipeds-robot humanoid. Later using same techniques as we did last week. Quick rig-polygon soup and then create and update. In the skeleton section choose skeleton only.

e3e333.PNG

Later change position for the bones and click create/update.  Next step it was to apply same technique for the skelton we used last week

ededede.PNG

Drag the skeleton fbx to Maya view window and add bones same as before. Then hierarchy in the select left corner. By selecting X,YZ, press 0 and enter to reset position of the bones. Next step it was to rotate 90 degrees in X axes. Then in the toogles and change character name and lately apply in the source mocap rigged bones. In the controls assign each parts for the bones.

 

Skeleton presented below:

Week 5

This week we use quadraw and below there are screenshots of my work. I created human body using quadraw for my assessment 1.

hmn_1.PNG
The idea was to follow the lines and keep them going from the top to the bottom. I also created another head by using same technique to practice more and see the different before and after previous model.
hmn66.PNG
WDD.PNG
Later I mirror other half of model and sooth it later to see the final result.
32d.PNG

Week 6

UVing Recap & ZBrush to Maya Pipeline.
d33333.PNG

This week we looked into Zbrush and texture paint section. By using alphas brushes we played with shapes and different colors. Paint tools are in the texture section.

swsws.PNG
We use texture brush which gives more control for stuff like rusty metal or other details on surface.  Screenshot below presents UV master. Plugin in Zbrush which stands for wrapping or unwrapping UV maps.
Final Result:
1a11a1.PNG
Later we did sort of same technique by using different software. By making UV mapping in Zbrush and later take to Substance painter workflow is more accurate and gives more control for making textures in specific areas. Below is a screenshot present the final outcome.
3434.PNG
Assessment 1.