Unrelated to this class, which is over, but here:
Kiwi!
February 11, 2010Final
December 18, 2009Checklist
November 28, 2009Checklist of things left to do:
- Fix Peter’s right finger rig
- Fix Peter’s seemed texture (paint it so it’s seamless)
- Make the inside of Peter and Francis’ mouth black
- Make the trees in the background less flat (unlink lights)
- Complete lighting by referencing lighting scene into first scene
- More contrast in ground
- Add pink/red/orange hue to shadows
- Change background gradient from orange to dark blue to pink/red/purple to dark blue
- Render out rest of ambient occlusion
- Fix Peter’s left underarm rig (clothing is stretching when his arm stretches)
Lighting and Textures (almost final)
November 23, 2009Lighting! Textures! Omg!
November 20, 2009It has been a while since my last update. I am working my little heart out. Note: There’s one thing I have left to texture…my basket. Although I do have the texture for it, but I have to layout the UVs and then just apply it, but I’d rather spend my time finishing lighting. I ran into some problems with my Peter eating his pumpking pie. See, in the animation, when he takes a bite, I switch out the pie with one that has a “bite” taken out of it. However, this isn’t going to work with my textures because I added geometry to the switched pie ( the one with the bite taken out), so the UV’s won’t trasnfer. However, there is a fix. The camera ganle of this one shot is fixed and the pie can be hidden and later shown with the bite out. But, I will save that switch and the basket texturing for later. For now, on to lighting. Here’s work in progress of my scene:
Note: These are raytrace shadows. And this one frame took about 5 1/2 minutes. I had some troubles with depth map shadows but I think I figured out why. So now I have to redo my lighting with spotlights and try to match this. Shouldn’t be a problem though. Any who, off to work!
Lighting Concept
November 10, 2009My lighting is going to be an outdoor setup (shocker). The picture below is pretty much the feel that I want. However, I’m thinking about having my scene being setup around the early evening; possibly 4pm or 5pm where the sun is just starting to set. I wanted to have the shadows be somewhat long and also not be so crisp around the edges.
Textures, Textures, and more Textures!!!!!!!!!!!!! OMG
November 9, 2009Updatessssssssssss
November 7, 2009It’s been a while since I’ve updated, but I assure you that I have been working.
First:
- Animation is completely finished. I tried rendering it out today and of course I’m getting some odd results from renderman…So I won’t be posting the final animation yet.
Second:
- Everything has been UV mapped (took a while considering the amount of items in my scene.)
Third:
- And last update. Today I took most of the day finding textures to use as a base texture for my items. Some of the items in the background will be just a single color, but most of the items have some sort of texture map. The good thing is most of the items in my scene are duplicates.
Below I posted a WIP of my scene. I textured the house. The roof is what took the longest. I tried making a displacement map out of the texture I found…didn’t work…I got some funky results. I just went back to a bump map. More texturing to come. And possibly posting the animation if I can figure out why I’m getting odd rendering errors.
Color Concepts
October 28, 2009Final Animation part 1!
October 28, 2009Well here it is. This is my final animation, however, only part 1. This is from frame 1 – ~610. It’s taking a while to animate because I have two animated humans that move a lot. I want the animation to look, at least, somewhat correct. I was sitting at my chair thinking, “How does Pixar make their animations look so good?”…”What makes Pixar’s animation look substantially better than what I’ve done?” So any way, that took a while. I don’t want to show choppy animation. I’ve still got some tweaking to do to try to iron out some choppy-ness. But I will be working on the last ~300 frames this week so I can continue texturing.





















