Monday, January 31, 2011

Forgot to post





Anyways, Got this far with the tea garden earlier in the week. I've been working away at smaller assets for the tea garden in zbrush and maya side so haven't really put in more stuff.

At the moment, I'm working on my cafe terrace scene, I'll have an update later tonight or tomorrow in class for sean.

Sunday, January 30, 2011

Greenhouse

Been working on the greenhouse. Redid the lighting, fixed the fog, fixed the lightmaps, modeled textured and added a generator. Made a dust particle in lightshafts partical emmitter. Then used some assets from other levels, barrels, sandbags, some trash. Made a new lightbox texture. A few more things need to be done, like some newspapers that make mention of a nuclear attack, a crashed helicopter (take my helicopter and mess itup). Any other tips on what I could add would be awesome.




Saturday, January 29, 2011

more work






power lines in and uv's mostly done base textures will be close to done by class time then render for the after class for next week

Friday, January 28, 2011

Face Rig UI

Here's the UI for the face rig. I'm still working on the blend shapes, then after that, I just have to connect the UI attributes to the blend shape deformations.

Keegan - Raytracer Video

This video is at 1/5 the resolution of the final (144/96 : 720/480). The clips also have no Anti-Aliasing, Low Soft-Shadow, and Low DoF traces because it is just a test render. I'm planning on putting title cards between the different modes explaining them.

Monday, January 24, 2011

Cooley wk2

Didn't get much progress in this week, things have been hectic at best. But I should have plenty of time this week to pull my stuff together. So here is the progress on the helmet for the bust. Still a WIP as i realized my sketches weren't very sound, tech wise, so im trying to figure out what I'm going to do with the side of the head... After I get these base shapes placed in, ill add in the smaller details to make it awesome.

Sunday, January 23, 2011

so far, what i've amped up over the week. Got some other animations i need to do but i'll get that posted either tonight or tommorow

http://www.youtube.com/watch?v=KspPVRUdn0w

Visitors Center - Done

Okay, so I' think the Visitors Center map is done and ready for week 5. Now I just need to move on to the other maps, which far and away have less to do in order to fix them.

I can't believe I was thinking about not including this in my portfolio. Just goes to show, that with encouragement and determination, anythings possible.






Skeleton

Here's the Skeleton of the character that I'm rigging right now. All controllers are freeze transformed and channels are cleaned up.
-IK/FK switches are all done (fuchsia handles)
-Wrist and Foot Controllers control IK and the rings do the FK.
-The controller at the back controls the torso/spine and clusters.
-Small arrows at the back are pole vector constraint controllers for the arm IK handles.
-I made each pole vector controller's color match the arm it's controlling.

I hope it's not too colorful. Next steps would be fingers>head>skin bind>facial rig>dynamics

Saturday, January 22, 2011

XNA Project

Here is a quick Fraps capture. I call it Zombie Blood; The red cells chase the white ones. I just converted it to XNA and made some quick sprites.


more progress

Friday, January 21, 2011

Fixes





So i added more detail so far, but i will have even more done by monday night and will post up my progress then, so far added some extras to the houses and im going to add so telephone lines and power lines and see how that looks monday night.

Das Work

Been hard at work on the visitors center, and solved a major issue with it earlier in the week. Ya see, UDK is capable of some amazing lighting... but only if you make use of the lightmaps. I didn't know this, I figured it would take what I gave it and make it awesome. So I spent the majority of the past few days creating custom lightmap UV's, and making sure they're high fidelity enough to make it look good. This changed the game for this level.

Other noticable additions, grid on the tile floor, new rock textures for the pedestols, blocked off the windows downstairs and hallway. Also did plenty of optimizing and redoing uv's. I still need to make the dinosaurs brighter, and lighten the dome up top.

These are in progress shots


And here you can see that the main entrance needs more lights.


Thursday, January 20, 2011


short post, I still need to mesh paint them for some variation, right now it's just diffuse.


Monday, January 17, 2011

Willie Cooley - Characters

Ok, so I know I'm behind the curve, but speed is one of my strong suits....

Anyway, I decided that I would go for a character + asset type of thing, by putting the characters in VERY small scenes (larger than pedestals, like room corners) to show off a wider range of skills.

This is my female assassin character, Damascia. She's still in the beginning stages, but i'm sure i can have her mostly done before wk 3 class. On the right is a simplified concept of her that I did in Flash.

Here is a stone/undead demon. He levitates, has a long extendable tail, and is kinda falling apart. I cant find the drive with the concept on it at the moment, but I'll look for it and bring it with me to class, the color scheme is really nice. I want this piece to mostly be a showcase of fully handpainted textures, just diffuse, spec, and glow, no normals or high res sculpt.

This is the head of one of my roomates that I did in the Zbrush class. It's going to be a bust of a space cadet type character. going to scar him up a little and add an animated helmet.

Finally here is a goblin. Just a typically everyday monster you might see in a game, ultimately i want to pose several of them (with slightly varying color palletes) in a very small scene. I havent made the changes you've suggested yet, because I'm taking this guy into Zbrush and I'm going to retopo him from there, but I'm keeping everything you suggested in mind.


I realize that I have my work cut out for me, but I think I can pull it off. If not, I'll stick around for an extra 10 weeks of polish. If possible I'd like to fit a super high poly character in, like a giant boss dragon.

2 more screen shots before midnight




So some more house changes
I don't really have anything to show visually. I spent this week moving my Venice scene into Max, so now that I have that I can work on finishing all the textures.

Evan Salcedo - Renderman




Here are some of my shading works using Pixar Renderman.

First image is room without any strong source of interior lighting other than the monitors and lighting from outside.

2nd and 3rd images are before & after I added the 3D-modeled car into the scene using Maya and Renderman.

Work In Progress
















Hi All....SOrry for the late post its not midnight but i hope to have more shots up by then....found my newer file of my theater....I changed alot of the layout so far from all square outer building to more shaply ones and i hope by midnight i will have even better and more visually appealing buildings.

K Stone - Raytracer


Here is a rendered frame from my raytracer.
I plan on making a video out of a scene like this.
This particular scene has 3 lights, hard shadows, multiple reflective surfaces, with 100 anti-aliasing raycasts per pixel.

Saturday, January 15, 2011


one last picture on the tea garden project... I'm also trying to learn the terrain+water stuff for udk...it'll take me a little longer to have it setup...probably gonna make that to do for week2





I'm done with major building structure/layout for the tea garden, just need to fill out the back area more and spread the plants...I'm trying to nail out my last environment and just working on the modeling/setup this week, before week 2 tuesday, I should have all 2 environments completely modeled and the third one I'll have you check it out over Sean,

POSTING

YOU GUYS NEED TO POST!!!

Tuesday, January 11, 2011

Welcome to Winter 2011

Welcome guys to Winter 2011 Blog. Here you can post your progress and work and I will critique them. I will at times invite my industry leads and colleagues to chime in also to give you feedback.

You are all required to post every week.

Make it happen