I have just textured and rigged Perri's model of a Masai tribesman. The rigging was fairly quick and easy to do and I have become used to rigging a human model, along with applying various controllers.
I could repeat myself and explain every single procedure that I have already explained in many previous posts, but I won't. I presume that this model will only appear in silhouette, so I have given him a simple black Solid Colour texture.
If it needs any more textures applied, I shall do that and put the changes up here!!
Friday, 3 December 2010
Thursday, 2 December 2010
Crocodile is done
I have done the rigging and texturing for the crocodile. For the crocodile, I did not put in a complete rig, as I did with all the other animals, but I put one through its chest and into its tail.
I then applied an IK handle to the crocodile's tail. The reason I did not do a full rig is because this animal will be submerged in the lake and only the top half will be visible.
I also textured the crocodile using a Three Tone Shaded Brightness and here is the outcome.
Wednesday, 1 December 2010
Lake
Another key part of this project is the water. I had already created an ocean shader with a steady flow, suitable for the African wilderness and applied it to a basic Polygon plane; but I needed to create an actual lake that would blend in with the surroundings.
Gary drew me this quick sketch to illustrate how the lake should be shaped.
Gary drew me this quick sketch to illustrate how the lake should be shaped.
For the lake, I decided to work with NURBS, as opposed to polygons, because I could quickly model a very organic and curved shape. To do this, I went to the 'Curves' tab and selected the EP Curve tool, which allowed me to draw curves, simply by clicking. I created the shape in the Top view.
I then went to the Surfaces tab and selected 'Planar' to create the flat NURBS surface. I deleted the history of the surface and the original curve.
Next, I opened the Maya file which contained the polygon plane and ocean shader that I had completed a while back.
I opened Hypershade, selected the ocean shader and simply exported it to its own Maya file.
I reopened my NURBS surface and imported the ocean shader. In Hypershade, I assigned the Ocean shader to the NURBS surface.
After a batch render, here is the outcome.
Fish eagle: Textured!
The fish eagle has now been textured; I used this image as a reference.
To texture the bird, I applied five different forms of Toon shader to each part of the body. Around the head and tail, I applied I white solid colour texture. As for the torso, I applied a brown solid colour texture. The wings have a brown and dark grey Shaded Brightness Two Tone texture. The beak and feet have a Shaded Brightness two tone texture, that is yellow with a hint of grey. The eye is also a Shaded Brightness two tone texture which is largely black with some red.
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