Thursday, 30 April 2015

Hookworm Holidays- Final Animation



Hopefully it will make people laugh; my final finished animation that I created from the life cycle of the hookworm.

Wednesday, 29 April 2015

Animation Progression- Intestines

This scene is now fully rendered, which was an ordeal as it took several attempts to get it right, and I'm pleased with the outcome.




Tuesday, 28 April 2015

Hookworm Holidays- Render Problems

This morning I tried to batch render the full bloodstream scene with the camera panning over the stream, and I noticed that the textures on my worms have changed. Not sure what has caused this, though it may have something to do with the UV maps as they seem to be the only thing that has changed in the scene. After this scene was batched rendered I took one more render to see if the textures definitely didn't work, but that single render turned out fine. If anyone has any idea of what's going on please let me know.
Single render

Batch rendered

Monday, 27 April 2015

Boat Trip- Test Render with Background



Background placed in render to complete the shot. Really happy with how it looks.

Boat Trip- Test Render



This is a render test of the bloodstream scene, which I did to see roughly how long it may take to render my overall animation. This was rendered in Maya software as appose to Mental Ray; this has significantly shortened the render time. This video is four seconds of footage, which is the equivalent of one hundred frames in Maya.  

Bloodstream Lights and Shodows

A directional light has been put into the bloodstream scene, however it hardly made a difference as the majority of objects in the scene were textured with shading maps. This meant they were all in block colour and no shading could be seen in the renders. With some help the models texture was changed back to lamberts and the directional light was adjusted to create a more block effect. On my worm character I attempted adding a two tone light angle, but this took away the UV texture map away. So I tried adding the UV map onto the two tone texture but this didn't work, though I might attempt this again.




Hookworm Holidays- Outfit Change and Animation

I went back over the hookworm characters to change the textures on their 'costumes' so that it would match the cartoon style of the character's UV texture maps.


 When animating I came up with a problem play blasting the scenes from my home computer. Something to do with windows media player (apparently I need an upgrade on something) So I've taken rendered screen shots to see what it would look like batch rendered and finished in Maya.





Saturday, 25 April 2015

Hookworm Outfits

I've taken the different accessories the hookworms wear and put a lambert texture to colour them. But I've very quickly decided I don't like it like this, so I'll be changing it very shortly.  



Colour and Light in the Bloodstream

By using shading maps I'm now trying to create a graphic art style in my Maya sets. Before did that I added a polygon plane to be the blood surface, so it can be coloured separately.
 I tested the image plane behind the set to see what the change may look once rendered.
 I feel the shading maps have worked well in bringing out the silhouettes of the trees. This render resembles a silk screen painting, which is the effect I want.

 I added a directional light, which seems to show up boldly on the next render, but when I removed the light and added the backdrop with the shading maps applied, it created a reflective water effect. I have no idea what caused this but some how the image plane  made the water surface reflect the land and the trees. I really like this effect but I'd rather not render this scene with an image plane. I'd rather add that in After Effects. So if anyone has any ideas of how to get this reflective effect with out the image plane, PLEASE TELL ME.

Hookworms Textured

I added the textures for both hookworms on shading maps, as I thought it looks more pop art and in style of my concept art. I'm really pleased with how the hookworms look after being textured, as their texture maps seem to really fit well on them. They now look just how I imagined them when first drawing them.













Friday, 24 April 2015

Set Backgrounds

To help keep the style of my concept art in my Maya work, I created these three backgrounds to be used in different shots. All are themed on colour and match the organ they represent.
Lung interior

Stomach

Bloodstream (edited)

New Background for the Bloodstream

Before adding light and colour to the bloodstream set, I decided to change the image plane background. I thought I'd experiment with another style, so I looked back over the concept art I have for this project as made a new back drop in Photoshop.



 This is just a test, so I might change it again or take it back into Photoshop and edit it so'd it fit better to the Maya set.

Hookworm UV Texture Maps- Part 1

I've created a UV map for each of my worms, though I am slightly apprehensive of how they would look once put onto the models, since I'm not very experienced with UV maps. Creating these maps reminded me a lot of taxidermy, because it was like skinning an animal and laying it out.    




Female worm- UV map

Male worm- UV map