Thursday, February 13, 2014

Week 6



I've spent sometime creating a drying puddle scene (the final resting place of the juvenile Bothriolepis). It was an interesting challenge. Wet sand tends to be darker and also very glossy and then it fades off. To achieve that effect I projected a horizontal color ramp across the terrain, and then parented it to the waterline. As the waterline descends, the rim of wet sand seems to follow. It's still a work in progress. It would be great to get some cracking mud on the upper levels of the terrain.



More work on tweaking the overhead view. Starting to layer in some foam effects to make the water surface look more believable.



Here's a look at the current state of the rig. Rather than using only joints, I am incorporating a slightly different tool to achieve this deformation, something called a blendshape. It's a workflow I've used before. I had originally done it as a test, but I think it might save me some time in the end. I think it'll be more of a hybrid rig in the end (some things being controlled by joints and others by blendshapes). I am going to run it by Dave to see what he thinks.

Thursday, February 6, 2014

Week 5

I have started working on my poster.






Rough Animatic


Render Tests:

Sunday, February 2, 2014

Week 4

I spend time working on my animatic (will be posted shortly) and my character rig.

Here are some shots of my WIP Ontogenic character rig. Ontogenic joints are in red, normal character animation joins are in green. Most of these joints haven't been mirrored to the left side yet. I'm still in the process of naming and cleaning up the joint hierarchy. 





The tail has a sine-wave deformer to simulate the undulation of a tail. 


A bend deformer allows the tail to curve up and down. 



A second bend deformer allows the tail to curve laterally.


Here I am trying to make sense of the range of motion for Bothriolepis' pectoral appendage. Translating it into Maya will be a challenge. 


Here is a fossil of Bothriolepis from the Escuminac Formation in Canada. Dr. Daeschler brought these guys into our Vertebrate Paleontology class for the lecture on placoderms. 


Phyllolepis: Another weird placoderm from the Red Hill Site in Pennsylvania. 


Nice 3D model of Turrisaspis.


Sunday, January 26, 2014

Week 3


Here is my current progress on the Bothriolepis model.



Here is test video of a particle effect I would like to incorporate into the animation. Getting Maya to render transparent sprites is proving to be a challenge.
This is a chart describing the sort of shader I will be setting up for my ontogenic character. Vray has a blend material that accepts several separate materials and overlaps them. I'll have two separate textures for the adult and juvenile form, which will fade into one another under the control of the growth slider.


I figured out the positional specular highlight shader. I placed a conditional node between the samplerInfo node and the Vray material. The samplerInfo node sends the Y position of each rendered pixel to the conditional node. If the Y position is greater than 0: the specular amount of the Vray material is set to 5. If the Y position is 0 or below: the specular amount is set to 0.


Here is render test. Notice the faked Caustic lighting on the sand. Also notice the environmental fog that causes objects in the distance to assume the color of the water.