Friday, 12 April 2013

Maya: NCloth Part 4 - Rope Bridge (Transform Constraints)


Maya: NCloth Part 3 - Bouncy Castle (Cache Blending)


Maya: NCloth Part 2 - Netting (Indirect Deformation)


Maya: NCloth Part 1 - Flags (Ncloth, Collider, & Nucleus)


Maya: Soft Bodies Part 5 - Bubbles


Maya: Soft Bodies Part 4 - Water


Maya: Soft Bodies Part 3 - Snow


Maya: Soft Bodies Part 2 - Cloth & Marble


Maya: Soft Bodies Part 1 - Flesh


Maya: Active/Passive Bodies - Pin Constraint (Earring)


Maya: Active/Passive Bodies - Nail Constraint (Newton's Cradle)


Maya: Active/Passive Bodies - Hinge & Spring Constraints (Catapult)


Maya: Active/Passive Bodies - Stand In Object (Chain Links)


Wednesday, 6 March 2013

Maya: Instancing - Rotation Types (Pointers)


Maya: Instancing - Aim Direction (Rockets)


Maya: Instancing - Aim Direction (Arrows)


Maya: Instancing - Object Index Control (Crowds)


Maya: Instancing - Object Index Control (Shapes)


Maya: Instancing - Rotation Control (Meteors)


Maya: Instancing - Scale Control (Bubbles)


Maya: Instancing - Direction Control (Robots)


Tuesday, 26 February 2013

Maya: Particle Collision (Metal Object Sparks)


Maya: Particle Colision (Rain)


Maya: Active Passive Rigid Bodies (Bowling Alley)


Maya: Emit From Surface 2 (Can Disolve)


Maya: Emit From Surface 1 (Barrel)


Maya: Emit from Particles (Fireworks 2)


Maya: Emit From Particles (Fireworks 2)


Maya: Curve Flow (Motion Path Dynamics)


Maya: Curve Emitter (Water Foam)


Maya: Curve Emitter (Shockwave)


Maya: Curve Emitter (Fireworks 1)


Maya: Volume Emitter (Space Travel)


Maya: Volume Emitter (Smoke)


Maya: Omni Emitter (Fuse)


Saturday, 2 February 2013

Adaptation: Modelling Influences



Modelling influence from the Arkham series, which give a very detailed perspective of the finished model as well as a great variation of poses for the character list.

Adaptation: Anatomy Research

Monday, 21 January 2013

Adaptation: Revolver Mash Up Experiment


An experiment to see what kind of results, a mash up of other images can form. I like the variation that can be achieved through this method, so I intend to take this further by using multiple images and have them mashed up by others.

Friday, 18 January 2013

Adaptation: The Gunslinger

After my tutorial with Alan where we discussed my idea for a character design for a game, Stephen King's The Gunslinger will be what I shall be adapting. There were two ideas for an end result, to aim for. The first was to create the Hero and Villain. The second, which seems favourable to me, is to create five models of the Hero with each owning a distinctive look to signify the characteristic difference between each one.


During the discussion with Alan, he suggested that rather than imposing a 10% of fantasy on the old west, but rather to intertwine that 10% throughout the development whilst not being in control. It's a method of development that I will be exploring.

Tuesday, 15 January 2013

Adaptation: Initial Ideas

I have came up with 3 ideas, each a different novel, to develop and adapt a character from;

First Idea
The Gunslinger by Stephen King, as apart of The Dark Tower Series.
It's a series that I enjoy reading, and has plenty of material to work from, with a likeable protagonist and fascinating character development.

The Gunslinger is the first in the series, which introduces Roland Deschain as the Anti-Hero. His goal is to seek The Dark Tower, which serves as a crossing point for parallel universes, though his motives for doing so change throughout the story and is driven by his Ka-Tet that is similar to that of Karma.

This fantasy world is set in the old west, though uses old tales, demons and magic. Such as Roland's dual revolvers having been made by the metal of Excalibur, a fictional sword from other tales that serves as a reference in this fantasy world.

Second Idea
The Black Company by Glen Cook has a powerful wizard and an interesting background to adapt into a game.

Third Idea
The Way Of Kings by Brandon Sanderson has an interesting world with a lot of material to adapt into a game.

Adaptation: Initial Thoughts

When I first saw the brief for this project, I gravitated towards the game design aspect as that is what I aspire for as a future career. I was uncertain whether to focus on the character design, or whether I wanted to focus on the animating for the game world. However, I enjoy the designing prospect for characters more than the animation.

With that said, I'll be looking at: Character Design for Game
With the following pipeline: Text (Novel, Short Story or Article) to Character Design for Game

Wednesday, 9 January 2013

Maya: Tutorial Compilation

Generi:




Pipeline: