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Maya

Week 9: Behind the Scenes: Head 4_Face animation

Following the instruction of Nike’s tutor, first I used BOS to screen record a YouTube video of the Blade Runner film clip. Then I used AE to adjust the tones and colours, which made the characters clearer in the picture. Finally, I used AE to export the image sequence and import it into MAYA.

Using the Blade Runner film footage, I used the graphics editor to make each of the different mouth patterns. The main basic mouth shapes are “a”, “e”, “u” and “o”. Subsequent mouth shapes and facial details were further increased by the number of mouth shapes according to the picture sequence. The “th”, “v” and smiling mouth shapes are the most frequent. After the mouth animation the head movements and eye movements also need to be edited.

Finally we came to the rendering part, to make sure that the quality of the render and the format EXR is a good choice tif is also possible. After a long time of rendering a preliminary animation was finally obtained.

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Maya

Week 8: Behind the Scenes: Head 4

Last week the rig bindings for the head model were completed and the initial weighting done. This week’s Maya head model is building on last week’s work to fix the details and make changes. The reason for the fix is that we need to use this model for animation. The animation process can be difficult to fix if there is a problem with the model or the weights, so we spent the whole week modifying the model and weighting details.

The weights were divided into three groups, the first group being the head and upper jaw, the second group being the lower jaw and the third group being the neck which never moves. The detail of the weights is very important, as I had a small spot in the inside of the mouth that was not painted as a head weight which caused the model to fall apart when animating the opening. After that it took me a long time to find the problem and fix it.

Incidentally, the model of the teeth was also created following the steps of the teacher based on the last model. And made the upper teeth and upper jaw bound into groups, and the lower teeth and lower jaw as well.

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Maya

Week 7: Behind the Scenes: Head 3

before the course begins, I finish eye modeling and UV making. This time to learn to add joints for control the head, and use that makes head up and down, and open the mouse.

rig 1
rig 2

And opening the mouth requires the use of the full weight tool. But this is only the simplest initial use with the shape editor can be recorded, we use the sculpting tool to leave marks on the face, such as closing or opening the eyes machine.

Open mouth, Arnold renders

The combination of the shape editor and the weights makes it possible to manipulate the opening of the mouth as well. rig is also an indispensable part of the process, and because of it the raising of the head when opening the mouth becomes very natural.

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Maya

Week 6: Behind the Scenes: Head 2

In this exercise, I practiced using topology to make the ear, but because of the number of faces, I don’t know how to “combine” the ear and the head perfectly. In addition to practicing facial animation, with the basic UV of the head.

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Maya

Week 5: Behind the Scenes: Head Quad Draw

Head Quad Draw practice.

We started with the eyes and then Quad Draw until half of the face was covered. Because of the magnetism. So every point we created would be attached to the original model.

We also created interiors, such as the eyes and the mouth. We made mirror copies of the completed half of the face. A complete model of the head is then obtained. We also created interiors, such as the eyeballs and the mouth.

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Maya

Week 4: Behind the Scenes: Hot air balloon 2

Added detailed knotted ropes to the hot air balloon, performed preliminary UV segmentation exercises, and added bump mapping with textures.

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Maya

Week 3: Behind the Scenes: Bottle & Hot air balloon

In-class exercises with a bottle, cups, and liquids in cups.

Made a hot air balloon in Maya in class, then practiced and completed the Bend part and the part using preset UVs at home.


When multiple Bends are used on the same object, they need to be on a horizontal plane, otherwise they may affect each other.

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Maya

Week 2: Behind the Scenes: Lego man

I practiced lego man’s model in Monday’s class, and then tried UV cutting and texture.

lego man render

The production of the LEGO man is to practice our poor understanding of 3D graphics, when we see a graphic to imagine, how does it change from the base graphic? The arms were the most difficult because they were sculpted using the sculpting tool, which made the whole arm round and smooth.

uv

Finally I used the U V tool to add a Lego face to the head.

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Maya

Week 1: Behind the Scenes: Tesla Truck

In the first lesson, we had a quick lesson on the basic way of working with mamma and the creation of basic shapes. For example, a body is created by dividing and deforming a rectangle several times, where extrusion and adding side lines are both very used tools. The wheels are created by first dividing the cylinder by calculation, then extruding the axle inwards and finally turning one wheel into four wheels by duplication.

car render

We then learned to add materials to the shape by adding a sky, a hood to add shadows and ambient light to the car after selecting the metal material in the preset and by constantly adjusting the position of the camera and the angle of the model to make the car look more in tune with the background.

I did a quick run through everything Nick did in week 1 on my computer. During the process, my background image could not be found because I used Chinese in the file name. After the error message fixed the error successfully rendered the Tesla truck again (very rough).