Thursday, 15 September 2016

After Effects and Final Turnaround!

I finally had everything finished and polished and the last thing that I had to do was plug them into aftereffects. I did everything as normal - put in my 2 png sequences plus lowering their fps from 30 to 25 to allow my turnaround to be a clean 6 seconds.


I also tried adding a white and orange solid to give my character a little more life but after some thinking I decided to remove them because it made the blue colours on his clothes look a little washed out, and it took some saturation out of my character too.


The orange version is on the left and it does look a lot more washed out as I sit here typing this, so I am pretty happy that I decided to switch back to the original colours that I had. I played around with the settings in After Effects with the help of a classmate and finally exported my final piece.

The Final Video!!!

Occlusion Setup

The Occlusion process for me was very stressful. First I downloaded the video file but the audio was not working for me at all - I had to piece my way together from what I remembered from the day before as the teacher was recording it. I also had a LOT of help from my classmate.

The problem fixed itself when I changed what program I was viewing it in though so that was good. I managed to create an accurate copy of what the teacher did in no time with the voice included.


To export the file I did all of the setting required and everything turned out great. This was the result of my Occlusion:


As shown I was pretty pleased with how it turned out - the quality and shadow placements were perfect! It took a while to render but when I was done I just went ahead and rendered the coloured version which took a lot less time to render - in fact I did it about 2 times because I messed up the first time T.T


This was the maya view versus the preview render. At first while I was setting up things werent going so great. My character was far too shiny and I had a lot of lights, I had to play around in the original file to get the shine levels down to a (personal) acceptable rate. I may have overdone it though because the places where I wanted shine (the eyes and bow) seem to have lost it but thats alright with me because the end result is quite nice and the matte texture almost makes the character look like he is made out of coloured chocolate and put on a cake! (a classmate pointed that out to me)

Final Textures


This is the final textures for Iaven. I tried to paint on details, specifically the bow and shirt as they are the biggest piece of geometry that draws attention. I didn't think his hair needed a texture other than a simple gradient so I just left it as it was.

I adjusted some colours from his shoes - at first on his concept they were red, but I changed it to blue when texturing. After some internal debating I thought that his colour scheme wasn't as bright as I had hoped so I just changed it back to red. I think that it looks better though.



The Final texture map:


Overall I'm pretty happy with how the textures turned out when translated onto my character - some parts like the eyes and mouth didn't need much work at all as the actual size on the model is quite small.




Thursday, 8 September 2016

UV Mapping and Textures


I have already unwrapped my character and started to block the colour and add a little bit of texture and shading to my character,


I was also playing around with some lighting and having some fun :D


Monday, 5 September 2016

Unwrapping my Prop

Started to unwrap the UV's for my character's prop in Maya. The colours are a little hard to put on as they seem to be a little less saturated than what I had hoped for them to be. Otherwise arranging the maps and stuff seem to kinda easy but then my prop is fairly simple as it is so I'll see when I start to unwrap my character as well.