21 Oct 2010
8 Oct 2010
Car Modeling Progress 2
As modeling progresses it really becomes more and more complicated to edit geometry. The advice to keep the geometry as low-poly as possible makes great sense now - you really don't want to find yourself moving dozens of vertexes around your model. Its such a waist of time and the result is still not satisfying. The current car model still needs lot of tweaking and cleaning...
7 Oct 2010
6 Oct 2010
Car Modeling Progress
11 May 2010
Maya classes: Visual effects and Skinning
Editing weights by painting them on mesh rather than typing values in component editor was more clear because the editing process was represented visually in gray scale.
The tutorial with wire deforms seemed particularly useful. I immediately saw how it could be used for the modeling/animation projects. It is easy to transform and animate the model but at the same time it adds complexity to the rig.
Looking forward to applying what I've learned :)
4 May 2010
21 Apr 2010
Maya Tutorials: Intro to Animation Continued: Walk Cycles
This time Everything arranged in a way for me to do all the walk cycle at one time in these few days. Having missed the very first class when the intro to rigging and animation took place I found it tuf to catch up, to understand the basics from other classes where we moved forward . SO the first walk cycle mechanics took me 6 hours to do, and you can see the quite crappy result of that. But following the progression of 4, then 2 hours, today the last one, the double bounce happy walk cycle took me 1.5 hour :D so I'm pretty happy. Learned alot . Also I was expecting something more painful from animating it in Maya, but as also others have shared, I found it fun :) ( I guess it looks like that after the rigging, which, gladly I did before the animations :D )
P.S. All the riggs are in one older post.