Showing posts with label year 2. Show all posts
Showing posts with label year 2. Show all posts

Thursday, 8 May 2014

Year 2 Tutorial Checklist pt.2


Pipeline 2: Games Modelling

http://vikkirh.blogspot.co.uk/2014/01/game-assets-low-res-modelling-part-1.html
http://vikkirh.blogspot.co.uk/2014/01/game-assets-low-res-uv-layout.html
http://vikkirh.blogspot.co.uk/2014/02/maya-base-normals-and-rope-normal.html

Dynamics

http://vikkirh.blogspot.co.uk/2014/04/dynamics-part-1-sketching-particles.html
http://vikkirh.blogspot.co.uk/2014/04/dynamics-part-2-particle-grids.html
http://vikkirh.blogspot.co.uk/2014/04/dynamics-goal-weights.html

Lighting and rendering 2: mental ray lighting techniques

http://vikkirh.blogspot.co.uk/2014/03/mental-ray-part-1-samples-quality.html
http://vikkirh.blogspot.co.uk/2014/03/mental-ray-part-2-final-gather-tutorial.html
http://vikkirh.blogspot.co.uk/2014/05/mental-ray-linear-workflow-tutorial.html
http://vikkirh.blogspot.co.uk/2014/05/physical-sun-and-sky-tutorial.html
http://vikkirh.blogspot.co.uk/2014/05/mental-ray-portal-lights-tutorial.html
http://vikkirh.blogspot.co.uk/2014/04/mental-ray-mia-material-x-shader.html

physical sun and sky tutorial



Mental Ray Linear Workflow Tutorial




Mental Ray: Portal Lights Tutorial



Tuesday, 22 April 2014

animation test - shells

rotoscoping idea..saved for another day

i've been testing out potential 2d animated elements to go over the scene in post production, so I tried out some rotoscoping animation using my own footage of jellyfish. but quickly scrapped it down to time and it would need much more practice. An idea for the future. . 

rotoscoping in photoshop cs6

Wednesday, 16 April 2014

@ALAN Adaptation current textures (rendering problem)

Current textures rendered. (some uv mapping problems to be fixed.)  It took 54 minutes to render, which really doesn't seem right, it could be my computer but could it also be a texturing problem? I am using ambient occlusion in the textures also, and only one directional light.. .


Monday, 14 April 2014

texturing : shell tests


repainting a texture to match concept art 


previous test using a texture made early on, trying out mia_material_x but went for blinns instead.


using blinn with preexisting bump texture in the hypershade menu currently. 

Matte painting made for the water underneath this central glass dancefloor area with added glow currently.