Showing posts with label evil wolf. Show all posts
Showing posts with label evil wolf. Show all posts

Thursday, December 22, 2011

3D Concept of Evil Wolf

the same routine follows again: I bring  3d render of evil wolf and a maquet environment to photoshop and play with things there to make some nice visual representation. Hopefully the "infinite" space is clearly drawn where  his "steam" goes.


 The Progress :


 I have developed the environment  in relatively good detail, but then had to take it back to bring up some theatrical lighting. Possibly these concepts can serve for our animation lighting ideas.


And that would be it from my side :] Time for some proper Christmas holidays :] Family finaly comes at my totaly empty student halls :D
Wish you merry Christmas! :]

Tuesday, December 20, 2011

Character Presentation Video

Here is compiled character presentation. I chose to show characters in contrast to each other: how obviously different they are in modeling , texturing approaches, and how the time-lapsed animations also embody that difference. To solve some funny perception issues (they looked like about to sniff each other) I have posed the characters slightly differently and increased the distance between them, Hopefully that does it. As for soundtrack, I Used Dave Keefe's earlier soundscape tests.







Monday, December 12, 2011

Jumping and trotting

Here is another video of refined evil wolf run cycle. I've referenced oxes this time too so to add the heavyness in the run cycle. Also, for the good wolf I'm working on jump and flying animation

Monday, November 28, 2011

Evil Wolf Textured

Much like for the doll's texturing I've used mental ray shaders, colour pass and ambient occlusion bake-in. The Bump map was applied only for the face (Nose and around the eyes) oppositely to the initial idea to make it scratchy and worn. I've figured that a deity type of character perhaps wouldn't be physically "damaged" as it is more of a spiritual embodiment.



Sunday, November 27, 2011

Week's development: Rigging and Texturing

This week main focus was to finish rigs for both of the characters. The soft modification in the good wolf required some fixing, because some parts were collapsing as he is doing general moves. This was solved creating pose deformers.A very useful technique as I found it and am glad we were taught how to use it in our maya classes .




 For the evil wolf , his shield-like structure was asking for a disparate type of movement for his parts. I have created a pre-set animation for all 4 of his legs, so as they move an illusion of the separate muscles moving is suggested.



 The other part of the focus now is the texturing. Here is the doll’s colour pass finished.


I also used ambient occlusion bake-in and settings to quickly shape the outlooks. This technique, used for the first time, seems thoroughly useful now.




 I have started some developments on the evil wolf’s texture. The tweaked mental ray shader already it has 60 percent of the desired looks, so I’m quite excited what can be done further when all the passes will be solved separately

Tuesday, November 22, 2011

Evil and Good Wolves Rigs

For the good wolf to work I've followed a fairly basic quadruped rigging. It looks to be enough for the type of animation in The Wolves Within, but few fixes with pose deformers wouls still be needed. Also still waitting are blend shape models for the facial animation.



For the Evil Wolf I followed the base quadruped rig too. However I am pretty sure to go and set-animate the parts and look into some addition of other rigging solutions for finessing of the working of evil wolf.


Wednesday, November 16, 2011

Scale Relationship and UVs for Evil Wolf

Before going into rigging I wanted to find the scale relationship between the two characters. Making them the same hight, somehow made the evil wolf seem less capable. However, he was already wider and longer than the good wolf. I believe the glowing aura could visually compensate the lack of good wolf's size. I found this scale least conflicting.





Also, and finally, I have the evil wolf's Uvs done. Took longer that expected. But then, he had ..10 times more of details than the previous one.




Monday, November 14, 2011

Evil Wolf Model

I think after some takling, the evil WOlf Model is finished. I spent about two days on the body and a day on the head. If there were lots more time, modeling could go into even finer details. However, I believe Leo's and my ideas for this character will be quite enough. The only question I have at this stage is , does this model need UVs to be layed out? Cause the texture work for metallic ice supposedly will be coming from a more complex maya shader.


Other than that, it's time for rigging.

Saturday, November 12, 2011

Modeling Progress: Evil wolf and Doll

 I have started modeling the evil wolf. The approach here is to have two modeling layers: soft , for rigging purposes, and armor. Again, some shapes will alter for better translation.


Details on the doll’s model. Sticking to the feel of concept painting I have added facial detail and some trimming. I also posed it already, as supposedly this character won’t be animated as much (only overall float and some cloth simulations).


 UV’s for both, the good wolf and the doll are also ready. However, I won’t be moving to texturing just yet, as I imagine the priority is to get the characters rigged so both of us, me and Leo, can work with them while texture and detail maps will be readied


I'll finish the bad wolf model and then move to the scary fields or rigging ....