Tuesday 19 January 2016

Animated face

This is used to show the emotion of the robot, this gif took a while to make and you can probably tell it's still a work in progress. It is also. Not that good at all.

3D artist research

MARK VAN HAITSMA

He is a very good 3d modler with my favourite of his works being on Metroid's Samus.
In 2002 he made these images.
On Artstation it says he works in these softwares. 
Mark works as a Bungie senior artist and has made guns for Destiny as shown here. 
I really like his Samus modelling from recently. As this is a Jaeger in the style of Samus.
He also did this image and you can see how much he's developed since 2002. Which is the reason I like his 3d modeling, the development instead of staying at a certain point. 

Wednesday 13 January 2016

Artist interpretation and inspiration/2D Research

Because my Photoshop failed saving when I made a decent background before. I used my artist interpretation as it. By looking at these pins I have looked into the art of robots and pinned them on Pinterest as shown here: https://uk.pinterest.com/cgouldney/artist-interpretations-artist-research/
I used this image from Goro Fujita for my artist interpretation. If you can't tell already I used the background for my own art. His art is here posted by some Randall Sly http://goro-fujita-interview.blogspot.co.uk/2011/05/goro-fujita-gallery.html.

Goro Fujita made  a lot of these arts from before 2006 to now.
As you can tell. My background is very similar to this art. As it was my own interpretation of it.





But as you can tell he's a better artist due to his experience and the amount of detail in his work.







Goro Fujita was born in Japan and moved to Germany at his early years, he founded a company with his friend called "Quaintix" for graphic design and programming work. As Goro got interested in 3D animation he would play around with cubes and spheres. has his work featured on Madagascar, Megamind and Niko, the new film that's coming soon according to the poster. He is working as a visual development artist at DreamWorks Animation.

Source: http://chapter-56.blogspot.co.uk/p/about-me.html

Monday 11 January 2016

Test

Specular map
Is the map that makes sure that certain part do and don't have shading.

Transparency map
The transparency map is one where you make something transparent, the darker it is the more transparent is is
 
Normalmap
The normal map was used to create the bumps and can be used to make dents too.

Colour/diffusemap
This is the basic design and colours what I wanted for this test.
Finished object


Wednesday 6 January 2016

Model and colour map



This is my model and colour map, which I also used for the normal map with xNormal.

Texture mapping

Colour map in use

Colour map:
A colour map is a function that transforms the colours from one image to a target image. This is adding the texture it'self to an image from a UV map so that you can get the shape correct.

Specular map:
Specular map in use
A specular map is the function that defines the surfaces shininess and highlight colour, the lighter it is the shiny it gets (white and black). This helps us define what sort of object we are using if it was a metal we may want to tone up the shininess to help create the object in the 3D environment.




Normal map
Normal map:
A normal map is a technique used to fake lighting, bumping and dents. This is the most important technique and gives us the best outcome for our models.


Other mapping:


Opacity maps: Opacity maps are used to create parts of the model to be opaque, the us of this is to make an object partially transparent. Lighter areas of the render will be opaque.
Opacity map in use




Self-Illumination map being used

Self-Illumination map: They are used to create a glow on an object. This can be used to easily create a light for lamps and bulbs.


PBR rendering:
PBR Rendering in action
PBR rendering is using realistic shading/lighting models to make them look like real life models.

Monday 4 January 2016

Maya

This is my work on Maya, using only 1 square I made a shield, but I did copy an image off of the internet because it's something that I like. I used extrude and moving only, I only ran across one problem which was solved by deleting and bridging it back together. I learnt how to bridge and extrude this lesson as well as model a little better than I usually do. As I wanted to finish it I did not do it at college, I will do it at home as I will need to use more than one object and this project was just with one. I spent a couple hours on this so far and I attempt to spend more, we also used the smooth tool which changed it from blocky to smooth.
Reference image:
What I have made(So far):