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Week 15: Satisfying Animation

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Maya

Week 14: Rube Goldberg Machine III

My Final Work

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Week 13: Rube Goldberg Machine II

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Week 12: Rube Goldberg Machine

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Week 11 : Bouncing Ball & Dynamic Simulation

My Final Work

This semester, we will start to practice making 3D motion design. It can be used for many applications, including product demonstrations, music videos, title sequences, etc. In the first week, we will make bouncing balls divided into two types: a more elastic ball and a heavy ball. I set up a plastic ball and a ball. Glass balls can make it easier for the audience to understand. By setting the keyframes and node graphics, the speed and direction of the ball’s movement can be controlled to achieve close-to-real physical effects.

I used After Effect to composite the background and colour to make the picture more harmonious.

In addition, we are still practicing ballet simulation, including “active body” and “passive body” to make a simple domino effect, and then we will make a complete mechanism design.

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Week 8.9.10: Behind the Scenes : Human Animation

In the past few weeks, I learned how to control the character’s facial expression and made the final version of the lighting. First, I completed the facial expression, rendered the man character, and went to After Effects for post-production. This time it is systematic work from modelling. In the later stage, it will be done by one person. Let us experience the workflow of practising character animation. The most challenging part is the weight of the skin because if this link is wrong, it will affect the animation production and even cause the model’s surface to be abnormal.

The rendering character must be fused with my background street view image. I need to consider the light source, and the colour tone must be rational. I tried many times before I succeeded. I chose this background because I refer to the classic bridge section of ‘Blade Runner’ ‘Tears In Rain’, which makes the atmosphere more aligned with the situation and background music.

Finally, I composited the rainwater with the background, used the blur effect to highlight the subject to make the picture appear layered, and then adjusted the colour to make the whole look more harmonious.

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Week 7: Behind the Scenes – Human Face 3 Phase III

This week, we officially completed the character model, lighting and materials. In addition to the modelling of the teeth, the main progress is the production of the joints. Use the Blend Shape tool and joints to control the expression and pose of the character, and then add skin weights so that the parts will have too much deformation when the model moves.

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Week 6: Human Face Texturing and Rendering

Human Face

This week is a continuation of last week’s modelling and retopology. I applied the scanned textures to the character model and practised the rendering of SSS texture. Other than that, I use hard lights for solid contrast in lighting.

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Week 5 : Behind the Scenes – Head Quad Draw

This week we formally learned character modelling. First, we topologically modelled the high-polygon model and then created a low-polygon model to facilitate animation. I also pay special attention to the wiring of the character model, as this will affect the animation production later on.

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Maya

Week 4 : Behind the Scenes – Hot air balloon Final

Hot Air Balloon

The fourth week of practice is the modeling of hot air balloons, material production, and keyframe settings. I used MAYA to model and export to Substance Painter for textures and finally imported those into MAYA for rendering.