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Matt Jenkins - Work Thread 2: The Rigoning


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#1
Jenks

Jenks

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So, I guess it's time for round 2... 

 

 

Already I've learnt that roto is the most entertaining and amazing thing in the world... 

 

It's not entirely finished but so far I'm pretty happy with how it's progressing - still have to get rid of that pesky ficus that sneaks behind the leg on the last jump... damn ficus...

 

Also made a start retopologising the female lidar scan (or at least I had until I just realised maya decided to not bother saving the files into my project folder.... welp.... rip work)

 

Finally, for the lighting recreation I plan to do a scene from John Wick - about 40ish minutes in when he's in the hotel bar

 

Spoiler


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#2
Jenks

Jenks

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It'd probably be a good idea to actually post things here...

 

So in the spirit of not being lazy here's what I've been working on:

 

Here's the female retopology, ignore some of her right side if it's different - I haven't got round to mirroring the topology yet.

 

 

h_1476465161_4038619_9e740b2e7d.pngh_1476465162_3470578_9c9ba07d5d.png

h_1476465162_7826001_e2cf4bd32c.png

 

Also put together a slapcomp for the flying mini. Some screenies here if anyone is interested (hopefully you can piece them together and work it out, because who doesn't love a jigsaw?)

 

Spoiler

 

When I'm next in the labs/lrc I'll post my Ivyman lighting scene for some crit too :D



#3
Jenks

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Updates on the retopology!

 

retopology1.jpg retopology2.jpg

 

Looking at it now I think it might be a wee bit dense on the leg...

 

Also now that I have the files with me, here's the Ivyman lighting

 

testShot.jpg

 

I think this might be almost finished.. but there are probably a bunch of things I've missed/overlooked.


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#4
Lluis Cavalcanti

Lluis Cavalcanti

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Grea work on the topology.
I quite like how the comp is looking, but i would personally add a bit of light somewhere, most of the image is black, and because of the yellow light, it feels a bit odd suposing that is night-time.


Edited by Lluis Cavalcanti, 15 October 2016 - 08:45 PM.


#5
Jenks

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I quite like how the comp is looking, but i would personally add a bit of light somewhere, most of the image is black, and because of the yellow light, it feels a bit odd suposing that is night-time.

 

Yeah, now that I'm back on my home computer I've realised the lrc computers seem to have really bad colour calibration - It was supposed to be a little brighter with the darks having more of a blue hue to them. Guess I'll have to do some fiddling to get it how it was supposed to be. As for the yellow light, I actually hadn't really considered why it would be yellow - I just figured it looked cool and complimented the green of the Ivyman... I'll talk with Martin at some point and see what he says about it.

 

 

Also finished up the body of the lidar retopology (or at least to the minimum for us VFX scrubs :D). Now just gotta do the ears *shudder* and then tidy it all up and remove the nasty lidar distortion blobs around the neck and in between the legs etc.

 

 

h_1476632760_6823972_496d885171.pngh_1476632761_3470322_b415f804ce.png


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#6
Lluis Cavalcanti

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Good work on the topology, but... you missed the deltoid loop.



#7
Tom_mccall

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Sweet progress on the topology Matt along side the shoulders I would also rework the pelvis, especially where you have the two 5 pointers, as this area would deform quite a bit and you would want more resolution there, keep it up! 



#8
Jenks

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Update Time!!

 

Got lots of variation in today's post, so I'll start it off with the good ol' fashioned lidar retopology

 

h_1476917094_2181246_fd0c597357.pngh_1476917095_3900923_3a3f378e22.png

h_1476917096_2426296_e65ce4e0fe.pngh_1476917096_6561771_4df735e051.png

 

I think for the most part the modeling side of this one is finished - I'll double check with Lewis tomorrrow though just to be sure.

 

 

I actually got around to making a start on replicating the lighting from John Wick scene I chose - pretty much just sorting out the environment and posing the characters... but it's better than nothing :p

 

h_1476917094_6745168_3aa757564c.png

 

Also made a fair bit of progress on both the Flying Mini and Ivyman comp

 

 

I think I still need to play around with the fire jets a fair amount more (probably do a few different colours too) but so far I'm pretty happy with where it is at the moment.

 

 

(Currently waiting on the IvyMan to finish rendering out of nuke... so I'll edit this once it's up...)

 

 

Since the last update I made I've lightened it back to how it should of looked (curse you dodgy monitors!) and made a few other tweaks. I'm liking the overall atmosphere of it but I'm not entirely sure if the ivyman himself is getting enough light - I might have to add one of the other light groups to make him stand out a little more?

 


Edited by Jenks, 20 October 2016 - 12:35 AM.

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#9
Jenks

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Starting putting some actual lights into the John Wick scene - Still got to work on the background a little more, as well as making some tweaks (more shadows on Wick's screen right side, and more of a highlight on the bartender's face). I'll also probably add some rough features to the characters (clothing, hair, etc) because at the moment the scene is looking a little bland imo

h_1477146225_3380427_a14de55b45.jpg

 

h_1477146324_7497204_f4d5f4c90e.png

 

Also made a start on the creature texture... got a long way left to go - this is mostly just a base to work from. Going for a blackish red kinda look - possibly something like this:

 

Big-eared-townsend-fledermaus.jpg

 

h_1477146160_3846688_55d547b08c.png

 

h_1477146162_9939803_047cd4495c.png


Edited by Jenks, 22 October 2016 - 02:33 PM.

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#10
Jenks

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Almost finished with the textures for the creature - I'll still need to add some extra veiny goodness to the wings at somepoint and also do the eyes

 

h_1477242057_7875674_fbddf2cf96.png

 

h_1477242058_4226521_1927bde58c.png

 

Unfortunately I can't seem to get it looking the same once I've exported from substance into arnold... (mainly the wings) although I'm probably doing something incredibly dumb...

 

h_1477242239_5801682_382ab179f7.png

 

If anyone knows how to fix this or what I might have messed up with I'd be grateful :D


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#11
Jenks

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Finally been able to take a break from comping & texturing to do some rigging :D

 

Been working on a spitfire for Gremlin Skies (go check it out)

 

h_1477749075_1661581_adee14afda.png

 

Managed to get a random turbulence attribute set up for it - each axis (rotation and translation) has a slightly different noise node that gets affected by the timeline that outputs a number between 0 and 1, this gets multiplied by the attribute for that axis.

 

There's probably a better way of creating random numbers - it wouldn't surprise me if there was a dedicated node for it, but this method seems to work reasonably well for what I need

 

h_1477749076_3983824_c1a50c51f0.png


Edited by Jenks, 29 October 2016 - 02:13 PM.

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#12
Jenks

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Houdini time!!

 

So for my houdini project I plan on procedurally creating the rv stacks from Ready Player One - something like this:

 

kx1eztb96bvvr5dxmri0.jpg

 

So far I've managed to make a 3 sectioned "RV" (totally not just 3 different coloured boxes...) - the idea is to create multiple fronts, middles and backs and randomly interchange them to give some variance to all the stacks

 

h_1478382703_5921809_b40f5c4f02.pngh_1478382702_7241959_ad82e7dd27.pngh_1478382701_1307980_c28497576d.pngh_1478382701_9644351_9602629eb8.png

 

I've also started to work on how I'm going to be distributing the RVs on each layer of the stacks. I've spent pretty much all day working on a houdini script to do this... I feel like there is probably a better way of doing it though... probably with nodes somehow...

s_1478382318_9383612_9a36f7ecce.pngs_1478382316_5613828_a85f792eaa.pngs_1478382325_1135673_803d284032.pngs_1478382324_8130302_5a40fbb1f4.pngs_1478382323_8532910_cc58c997f9.pngs_1478382322_1550978_f1cc038504.pngs_1478382321_9182853_f027cd0ddd.pngs_1478382320_6311646_59320d2b65.pngs_1478382319_2083024_2f37f94ae2.png

 

Now though, I've ran into a problem - I don't know how I'm going to copy them upwards with each layer having the different transforms. If I simply use a copy node they all share the same.

 

I also need to hope that each of these systems stay intact when combined...

 

Here's the code if anyone fancies a look:

Spoiler

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#13
Joshmay

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Houdini time!!

 

So for my houdini project I plan on procedurally creating the rv stacks from Ready Player One - something like this:

 

kx1eztb96bvvr5dxmri0.jpg

 

So far I've managed to make a 3 sectioned "RV" (totally not just 3 different coloured boxes...) - the idea is to create multiple fronts, middles and backs and randomly interchange them to give some variance to all the stacks

 

h_1478382703_5921809_b40f5c4f02.pngh_1478382702_7241959_ad82e7dd27.pngh_1478382701_1307980_c28497576d.pngh_1478382701_9644351_9602629eb8.png

 

I've also started to work on how I'm going to be distributing the RVs on each layer of the stacks. I've spent pretty much all day working on a houdini script to do this... I feel like there is probably a better way of doing it though... probably with nodes somehow...

s_1478382318_9383612_9a36f7ecce.pngs_1478382316_5613828_a85f792eaa.pngs_1478382325_1135673_803d284032.pngs_1478382324_8130302_5a40fbb1f4.pngs_1478382323_8532910_cc58c997f9.pngs_1478382322_1550978_f1cc038504.pngs_1478382321_9182853_f027cd0ddd.pngs_1478382320_6311646_59320d2b65.pngs_1478382319_2083024_2f37f94ae2.png

 

Now though, I've ran into a problem - I don't know how I'm going to copy them upwards with each layer having the different transforms. If I simply use a copy node they all share the same.

 

I also need to hope that each of these systems stay intact when combined...

 

Here's the code if anyone fancies a look:

Spoiler

Maybe try using the copy nodes stamping feature, you could possibly create variables so that each copy has a random transformation.


Edited by Joshmay, 05 November 2016 - 10:40 PM.


#14
Jenks

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Maybe try using the copy nodes stamping feature, you could possibly create variables so that each copy has a random transformation.

 

Thanks, unfortunately I couldn't figure out a way to do it like that, so instead I managed to get it to work with a for loop node (For loops FTW :D)

 

I also managed to figure out a way of bringing the two elements together

 

h_1478451471_2892475_c0d43980c8.pngh_1478451509_7521988_06bea08fbc.pngh_1478451499_9219391_f5852dd2c5.pngh_1478451521_1791831_210ae67bdc.png

If anyone is curious about the node structure:

 

Spoiler

 

and again here's the code:

 

Spoiler

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#15
Jenks

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Made a decent amount of progress with my Ready Player One stacks - Now they actually have caravans, although at some point after tomorrow's initial hand in I need to add a bunch more variety with the models.

 

h_1478539463_5846025_af82dba268.png

h_1478539462_5120711_edee0b3e69.pngh_1478539461_1913369_d046143195.png

I also definitely have to work on the structural integrity of the stack, I'm not entirely sure it would pass it's safety inspection at the moment (although is health and safety even a thing in the future?) Gonna work on getting some poles and scaffolding that run up the sides soon - as well as stairs/ladders.... and maybe even some railings so that people stop falling off 


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