WIP Character Rig

Here is a work in progress rig I’m working on with a character a friend has graciously let me borrow. Geoff’s website can be seen here: http://geoffkaiser.weebly.com/

My goal for this project is to make a cartoony character that can use cartoony animation like deformations and bring them into the Unreal Engine. I plan on experimenting with both morph targets and alembic. The control rig is also an experiment for me, using shapes instead of curves to control the rig, so that the animator can better see what they are deforming.Capture.PNG

Unreal 4 Project

I’m working on an independent project on procedural shaders using primarily the Unreal Engine and Substance Designer. My goal is to focus on a natural but slightly surreal small environment.

 

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Thumbnails for the key areas of interest.

Here are some work in progress screenshots of the environment currently. I’m still working on the other environment effects and placing more models. The trees were created with Speedtree and the textures are placeholder. The grass I created in Maya, using this method, and I plan to add more variation.

 

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The grass shot. This was created before I was finished greyboxing the area and no fog effects are added.

 

 

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Post process fog effects added. First pass at god rays from the first two thumbnails.

 

 

 

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Another camera angle.

 

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A pathway to another area of the map.

 

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A rough block in of the waterfall area.

I’ll update in a week or so with more progress shots.

Some photo reference I took for this project:

 

 

Traveler

This is my project for a lighting and rendering class, using Maya and Mental Ray.

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The Process

Thumbnails

The first part of the assignment was 10 different compositions. There ended up being an underlying theme in all of my thumbnails about travel and mystery.

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First pass at thumbnails, using key descriptive words.

Thumbnails – Pass 2

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Second pass at thumbnails, focusing more on value and mood.

Color Comps

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Color compositions.

3D Progress

I used paint FX for the trees and foliage, and a color ramp for the fog. The textures were done in substance painter. The wood and cement texture is from cgtextures.com.

Finished Image

 

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Finished render

 

Image Based Lighting

This assignment was inspired by Journey.

I used hdr images from this website: http://www.hdrlabs.com/sibl/archive.html

While using just the “texture” as the light source, emit light turned on, and quality set to 2, I get these results:

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Using this image that I got from the sIBL Archive:

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The same image, but I changed the rotation of the sphere so that a different section of the image is emitting light:

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Comparison between the two:

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I gave the drop cloth a mia_material_x and some reflectivity so that the sky reflected into it.

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with a lighter background and even more reflectivity(I also modified the sky position):

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I modified the scene a little so that I could utilize a portal light. I also changed the sky image:

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Another sky image and a new color multiplier:

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Just an’env’ image:

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Rendered without the sky background:

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Higher quality render of an earlier image:

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