Rutendo UV Mapping

Spend a day on UV Mapping because it was not as easy as I remembered it to be… Such a tedious task to move around UVs and get everything prepped for textures. Not to mention accidentally messing up and having to go back and redo everything that was just done.

 

On the bright side I am super proud of my boy’s eyes! Just look at the beautiful boy!

To address the probable questions to the topology of my model, the clothes are low-poly because I am wanting that rough/edgy look to it, where the face and scarf will have more detail of movement there.

Rutendo Shrug

Still Rendering

Changed_img

So after competition I took the given critique and have started modifications to making the picture better than before by exaggerating the mouse pose, making the cheese more recognizable, and putting Ma closer to not have her distract from the Mouse.

Sadly there has been a problem that has come up preventing me from working as efficiently. Maya has decided I can only make one render per opening where she otherwise crashes if one tries to make a second. This has caused me to change my workflow to opening my project in Maya, render the previous save, and save any modifications from that before starting the process over and over and over again. Not sure on how to fix this problem, but I will look into it when back at the rendering station.

3D Still Update

still-wip

So obviously the lighting is a bit orange and there is some white light behind Ma, but that should be adjusted soon. There are no reflections in the image in order to save time rendering (yet it still takes a good 5 minutes to render each frame- idk what is up with that). The blue lighting feels a bit too soft for the dramatic scene, but this is an update for how it is going so far.

Learning a lot about lighting- that’s for sure!

Still Render

Alongside rigging, I’ve started to make a scene for the rendered still picture competition for Skills, which I also plan to use as a poster image for Don’t Tread on Me.

begining-lighting-render

I am currently working on the lighting for the room. The mouse is still missing and Ma’s pose is temporary till I get a rigged version of her in. The space in front of the jar looks empty, which is where I will be putting the mouse who will be reaching for the breadcrumbs behind Ma’s back, like my sketch with his pushed pose.

still-picture-sketch

Might or might not put stuff in the background eventually, but I am mostly focusing on getting the lighting feel right now.

Also, I must thank Derek Jenson for the free IES Light profiles he has on his blog: http://www.derekjenson.com/3d-blog/ies-light-profiles; they make a big difference.

Get Some Goals

New year, new goals – or at least listing them.

Animation related, I am promising myself to try drawing random things once a day- not just people poses. Perspective is important to practice too, especially with dynamic camera shots; this practice includes watching and reading tutorials, and testing them out. Next flaw I wanna fix is documentation. I don’t document enough, something obvious from my lack of blog posts and how little the game design document is filled out. I am going to try to start out weekly before moving onto something more frequent (depends on how much progress gets done within the week). Lastly, with an upcoming due date on the video game, I need to start working at home- twice a week would be good.

Life wise- I intend to get into the Vizualization department at A&M and getting an undergraduate there by 2021. With that, I think it would be important to learn to study… something I’ve failed to learn so far, but it will help me pass more rigorous courses in college. Then lastly, time management is a big deal. Any free time should be put to something educational – such as when playing a video game, take in the details of mechanics and ambiance to see what works and what does not- or better to write them down (document!).

So here’s to 2017 and gitting gud!