Monday, November 11, 2013
Alien Soldier --- Project "EMT Merci"
I am currently involved with UMBC's Game Developer's Club. I joined a 3D mobile game project called "EMT Merci". EMT Merci is a space game in which the player is a medic who heals human marines during combat.
As a 3D character artist, I was tasked with designing concept art, modeling, and texturing a class of enemies. This enemy is a work in progress and I expect it to be completed in December.
I used Zbrush to sculpt the mesh from Zspheres.
Wednesday, September 18, 2013
Dilophosaurus Rig
I am currently working on a dinosaur rig. The dinosaur in question is the dilophosaurus.
I decided to attempt this project so that I could improve my modeling, rigging, and animation skills.
With Maya, I modeled the body, eyes, and teeth.
I used Photoshop to texture the eyes, Mudbox to paint the body, and CrazyBump to generate the bump map.
I plan on rigging the model and creating some animations: walk cycles, a short film, etc. I am considering including it in my senior project.
I decided to attempt this project so that I could improve my modeling, rigging, and animation skills.
With Maya, I modeled the body, eyes, and teeth.
I used Photoshop to texture the eyes, Mudbox to paint the body, and CrazyBump to generate the bump map.
I plan on rigging the model and creating some animations: walk cycles, a short film, etc. I am considering including it in my senior project.
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| Diffuse map from Mudbox |
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| Scales stencil layer from Mudbox |
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| Bump map based off of stencils image |
| source: http://dinosaurs.about.com/od/dinosaurpictures/ig/Dilophosaurus-Pictures/Dilophosaurus.-43o.htm |
Sunday, June 23, 2013
CG Clouds
A recent mini-project of mine was to create clouds in Maya. I achieved it by creating a fluids container and toggling with the textures and shading attributes.
I then used the expression fluidShape1.textureOriginZ=time*.02 to animate the clouds.
I rendered the sequence as .JPGs and then composited them in After Effects.
Labels:
3D,
3D Animation,
adobe,
After Effects,
Animation,
CGI,
Maya
Friday, May 24, 2013
Final Project--A Character Animation
My final project for my Advanced 3D class at UMBC was to animate the character rig that I've been working on for the semester. Above is the final, fully rendered, result.
Steps for creating it:
1) I extracted audio from the film Born In Flames (1983) for the soundclip.
Here is the portion I used.
2) I imported the audio and used my character's blendshapes to lip synch with the audio.
3) Once all of my lip synching has been completed, I modeled a simple microphone to use as a prop and for eye-tracking purposes.
4) I then animated the character's torso, head (head, neck, eyes), lower body, and arms.
5) My next step was to create a scene and render it. I created the radio station using Photoshop and bumpmapped it using Crazybump.
6) I added lighting and arranged the wall textures for the final scene.
7) Lastly, I batch rendered the scene as .PNG files and then composited the images with the audio in After Effects.
Labels:
3D,
3D Animation,
After Effects,
Animation,
CGI,
Final Project,
human,
keying,
Maya,
Models,
Recent work,
rigging
Saturday, May 18, 2013
Satellites at the IRC
So as I mentioned in this post, I acquired a 3D modeling internship at the UMBC Imaging Research Center (IRC). The project that I participated in was a joint effort between IRC and NASA (the Goddard Space Flight Center facility in particular). I made low-poly previsualizations based on the satellites from the NASA Global Precipitation Meausurement (GPM) mission.
I modeled them in Maya and in the next few months they will be textured and rendered by my supervisor, Ryan Zuber.
By the end of the summer they will be part of a short animation on display at the Goddard Space Flight Center in Greenbelt, MD.
For scale and detail references, I used publicly available art renderings, schematics, and photographs such as the ones below:
I modeled them in Maya and in the next few months they will be textured and rendered by my supervisor, Ryan Zuber.
By the end of the summer they will be part of a short animation on display at the Goddard Space Flight Center in Greenbelt, MD.
For scale and detail references, I used publicly available art renderings, schematics, and photographs such as the ones below:
| https://directory.eoportal.org/image/image_gallery?img_id=189545&t=1338557852321 |
| http://www.spaceflight101.com/uploads/6/4/0/6/6406961/2481265.jpg?455 |
| http://www.spacemankind.com/images/ms/20091019-dmsp-hr.jpg |
Finished Game Assets
Here are some new screenshots from "Detached". During the second phase of development, I was tasked with a large redesigning of the level (compare to the old level from before) . I had to remodeled some of the gravestones and walls and I then textured them using photographed images and bump maps.
Some of my assets were:
-Rocks
-A tree
-graves
-Mausoleum
-walls
I was also tasked with building the level in unity by laying out the assets and assigning colliders to them.
The ground, lighting, and rendered grass were created by Stephanie Ruff.
Some of my assets were:
-Rocks
-A tree
-graves
-Mausoleum
-walls
I was also tasked with building the level in unity by laying out the assets and assigning colliders to them.
The ground, lighting, and rendered grass were created by Stephanie Ruff.
Friday, May 17, 2013
3D Character Walk Cycle
Here is my attempt at a basic walk cycle with the character rig I created. I used the basic 24-frame cycle and I animated it in the "layered" fashion as opposed to "straight-ahead".
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