Thursday, 29 April 2010
Tuesday, 27 April 2010
texturing the house
After my brief texturing / UV mapping tutorial with Yaniv, and with Yaniv opting to weight the rest of his character himself, I've started texturing my unfinished house! I created a psd network using the uv texture editor, and so far have managed to get away with automatic mapping- Yaniv assures me I wont need to do anything more complex for cubic environmental objects. So far I have mapped the doors and one building section- I made the wall texture myself quite simply in photoshop, and re-applied the same texture to the bump attribute. The wood texture I found on cgtextures.com
Enjoying it so far, its a very welcome break from rigging!
Saturday, 24 April 2010
weighting issues
Im having some issues with weighting this model- while the arms and head deform fine, everything else goes crazy! this image is of the leg after I weighted it- this shouldnt happen. Problem is that the other leg and the spine deform in a similar fashion, which still shouldnt happen despite not being weighted. Any clues as to what might be causing this?
Thursday, 22 April 2010
rigging and modelling
Apologies for not having posted in a while- I finished rigging Jed, which was overall rather traumatic! haha very happy to have it done though, and it looks good! I will post up a demo once I have it sorted out along with a writeup of how it went and how it works. (Hopefully to make up for my recent lack of blogging.)
Since getting that finished I have returned to Red-Rock finally, and have been occupying myself with some modelling. I've modelled out the unfished building from the final shots (which I will blog up later once I have a few nicer renders).
Today though, I bashed out a rough bed and fishing pole, (above), and rigged the fishing pole.
Here is a quick and simple animated playblast to demonstrate:
So that works nicely.
I got Yaniv to go over UV mapping and texturing with me today, so I'm going to have a go at texturing these models myself as I direly need more material to fill out the art and animation sections of the unit!
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