WEEK 01: Introduction to module, Human IK in Maya. Simple Rig
WEEK 02 – Hard Surface Modelling – Z Brush
Set Project in Maya
Import boot into Substance Painter
Improt boot_fbx to Maya
Apply Ai Standard Surface Shader
Apply Base color, Metalness, Roughness, Bumpmapping maps from substance painter.
Impportant – Metalnesss,Roughness;Bumpmap color space as “RAW” and in color balance tick the box as “Alpha is luminance”
Final Render of Mech
WEEK 03 – Motion Capture
This wee I had the opportunity to record our own motion capture files. I am going to use that file in my assignment 01.
WEEK 04 – Blend Shape Workflow / Character Development
WEEK 05 – Pistons and Springs
WEEK 06 – Workshop
WEEK 08 – Sculpt Leg / Corrective Blend Shape
WEEK 09 – Scorpion Rig
WEEK 10 – Torso Sculpt / Scorpion Comp
WEEK 11: XGEN – Creating Hair
Clump1
Clup02
Noise2
WEEK 12:Topology/UVs
Assessment – 01 – Mech
Reference images for the robot as follows
I designed the character’s front view and the side view with adobe illustrator
I have developed the character in Maya. We have done the motion capture in studio and used the data to animate the character.
Assessment – 01 – Mech
Final Submission of my Mech as follows
Assessment – 02 – Creature
Reference images for Creature development
MODELING THE CREATURE in Z brush
I have started my creature development from the scratch by using Z spheres.
I did paint the creature in Z brush and exported high resolution texture.
RIGGING in Maya
3D Match Move in Nuke
Assessment – 02 – Creature
Final Submission of my Creature as follows