Rigging & Creature FX

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

Coil1

Cut

Noise 1

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