Monday, March 28, 2016

VIZA 618 Final Project - Silas Character Progress

"I kin remember wadin' down in yonder gator-infested swamp on accounta I had me a sore hankerin fer frawg legs..."

Current Model Progress:





Wednesday, March 23, 2016

VIZA 618 Project 07: Final Face Concept + First Iteration Model

Meet Silas, the biggest ignoramus this side of the Mississippi:

"Wull the details're mighty fuzzy but I kin remember a'wadin' down in yonder gater-infested swamp on accounta I had me a sore hankerin' fer some frawg legs...*hillbilly chuckle*"




Work In-Progress:




References:













Tuesday, March 8, 2016

VIZA 618 - Project 06: Lighting Setups

6.14
High above vp

Above vp

At viewpoint

Below viewpoint


6.15
45-45

From side


6.16
Short

Butterfly

Broad


6.17
Profile, light close to viewpoint

Profile, light on front

Profile, light 45 degrees behind front

Profile, light on background


6.18
Multi-light setup
  • Main light
  • Fill light
  • Rim light
  • Light on background

Saturday, February 27, 2016

VIZA 618: P05 | Cluster-Based Speech Vizime Animation

Cluster-Based Speech Vizime Animation

Animation:


Renders of speech vizimes:

"HA"

"PP"

"Y"

Monday, February 22, 2016

VIZA 618: Project 04 - "Happy" Speech Vizimes Animation


Project 04: "Happy" Speech Vizimes Animation

Neutral:


Taking breath:


"H" and "A" are combined:


"PP"


"Y" is broken up into two shapes:


Sunday, February 14, 2016

VIZA 618: Project 03

PROJECT 03: BLEND SHAPE INTERPOLATION FOR CG FACE MODEL

I modeled two more expressions for CG Kronk and made an animation showing interpolation between parameterized  facial expressions.









Since the face, teeth, and eyebrows are made up of separate geometry groups, I defined several blend shape deformers by adjusting the shapes' topology on the shape component level. Then I created a controller object with attributes connected to the blend shapes for the face, eyebrows, and teeth for each expression:


This technique allowed me to essentially parameterize the entire expression, regardless of how many geometry groups were involved, via a relatively high-level animation control. Further parameterization efforts could include lower-level controls such as for eyebrows, eyes, iris/pupil dilation, mouth, ears, etc.

Sunday, February 7, 2016

VIZA 618: Project 02

Project 02: Static iterative polygon mesh

Kronk from Disney's Emperor's New Groove seemed like a good choice for a simple, static polygonal face model. This is literally the first face model I've ever made.

Polygon faces: 3420
Edges: 6822
Verts: 3417





Reference: