Friday, 3 December 2010

Masai man textured and rigged in about 10 minutes :D

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!!

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.
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.