Practice

2 Apr

1 Apr

31 Mar

26 Mar

22 Mar

21 Mar

17 Mar

15 Mar

Modify

4 Mar

Modify

2 Mar

Modify

1 Mar

modify

29 Feb

27 Feb

Try to add performance

Seems like the character without the weapon maybe nicer, it looks like the pose is going to punch someone (same feeling as previous one, the character without weapon seems like going to kick something)

25 Feb

Through practicing this pose, I noticed the following points:

  1. The sensation of leg engagement can be enhanced by altering the shape of the legs, creating a smooth arc in the leg movements.
  2. While the upper body in the reference image appears vertical, a slight backward curve of the spine can add elegance and fluidity to the movement. Utilizing spine controllers and rotating them together can enhance the curvature of the spine.
  3. Since the model used is tetrahedral in the limbs and torso, adjustments in the orientation of each face are necessary when rotating the hips and legs to avoid awkward twists. This applies to the arms as well; slight rotations can reveal the underside of the right (front) forearm, adding perspective and strengthening the pose’s sense of power.

Week 6 : Collaboration unit-Stylized landform modelling

Today I finished the landform modelling in MAYA, this is the design by Arya

concept design

Basically, I used two methods to build the landform. One involved using a single mesh and moving the vertexs. However, I realized that the mesh might become excessively dense (left land). Consequently, I switched to creating polygons to outline the reference shape. Then, I proceeded to clean up faces with more than five sides, allowing Maya to automatically correct any irregular polygonal faces in the right land.

This is the final and some details

Week 5 : Collaboration unit-Character 02 modify

Due to some technical issues encountered during the binding process, I discussed with my team member Zou, who is responsible for rigging in our team. I gained an understanding of some parts that need modification.

  1. Adjust the portion of the neck to the front of the body.
  2. Minimize the texture generated by the model on the neck as much as possible and switch to using texture.
  3. Merge the legs of the model with the body and modify the poly.
1
2
3

This is a rendering I produced using Arnold, showcasing potential effects that could be implemented in the game.

Week 6 : Layout tutorial

This week, I replaced the models for the scenes and characters, which added credibility to my story, but the quality of the playblast is still somewhat low.

The feedback from this class focused on some timing and spacing issues, with a few minor adjustments to the composition as well.

Week 5 : Tate Mordern

Today, we had the pleasure of visiting the renowned Tate Modern, where Serra taught us to utilize Luma AI to scan the artworks. The experience proved to be both delightful and fascinating, leaving me thoroughly enchanted.

Week 5 : Collaboration unit-Character 01 modify

We made some adjustments to Character 01, making them more rounded and adorable, enhancing their appeal.

This is the modelling I made in maya

1.2

When initially creating the model, I designed the arms and torso as separate objects. However, when testing the model in Mixamo, I encountered some issues around the shoulders (refer to Figure 1.3). My collaborator responsible for rigging suggested merging the arms and body into a single object (as shown in Figure 1.2).