Hey, I found this software I never heard. It is called ANIMO from Cambridge Animation Software. It is use for 2d animation, and it has a plugin for Maya and 3dMax called "SCENE III". This way you create everything in 3d and later render as a 2d animation. Also there is "INKWORKS" which gives your animation a cartoon cel look with the flat painted and outline style.
It emulates traditional methods of classical animation, such as production and the key stages for the digital process. This is the way it works.
Monday, October 27, 2008
Friday, October 24, 2008
StILL DREAMING!!!
Hey guys, what's up! Lately I have been so into 3d and texturing that I remember a project I did combining the typography with textured colors on it plus some enhancements that communicated the idea of the composition. I used Cinema 4d for the main base, type, floor and white paper. Then I brought it to Photoshop and buala. This was a the first approach for a contest the IED MADRID made a month ago. I really like it, so I wanted to share it to you.
WATER WITH MAYA... fluids!!!
Hey everyone, this time I wanted to post something really nice. I saw it and right away came to my mind a similar poster technique in 2d. I am talking about the famous water dress, used in Photoshop and other ads.
This time traveling in the web hahaha that sounds funny, anyway, I found this video that reminds me Gisele's Ad Poster. Here is the original ad and a making of picture on set. She is wearing a bikini and later on photo retouching comes.


And this is the ad for Mattoni Star mineral water, it is really good.
Mattoni Star from watch it on Youtube.
Here is a description of the post production process:
"The water dress itself was a great challenge since it's the first time in a moving water dress has been created. The main challenge was finding a concept for the dress that gave it both a design and volatile, liquid properties. The research and developpement department experimented a lot untilthey had a behaviour that is both naturally fluid and stylized enough to be recognized as a dress worthy top model.
For the creative process Blackmountain wrote their own fluid simulation force in Maya, and by carefully using particles forces they were able to give them the shape of the dress. The designer then combined several passes of particles in Houdini, created a water surface, and rendered it out of using an animated version of Hana as a holdout for reflections and refractions.
The resulting particles were then deformed and transformed into liquid surfaces in Houdini, and rendered in Houdini mantra renderer, using physically based mode. Additional splashed were done in real-flow. In order to get such a perfect adoption to the model, Hana was created as a 3D Bodyscan. In the compositing some real water layers were combined with the artistic 3D water. The shooting was performed on 35mn in 2 long nightshoots in Carlsbad."
This time traveling in the web hahaha that sounds funny, anyway, I found this video that reminds me Gisele's Ad Poster. Here is the original ad and a making of picture on set. She is wearing a bikini and later on photo retouching comes.


And this is the ad for Mattoni Star mineral water, it is really good.
Mattoni Star from watch it on Youtube.
Here is a description of the post production process:
"The water dress itself was a great challenge since it's the first time in a moving water dress has been created. The main challenge was finding a concept for the dress that gave it both a design and volatile, liquid properties. The research and developpement department experimented a lot untilthey had a behaviour that is both naturally fluid and stylized enough to be recognized as a dress worthy top model.
For the creative process Blackmountain wrote their own fluid simulation force in Maya, and by carefully using particles forces they were able to give them the shape of the dress. The designer then combined several passes of particles in Houdini, created a water surface, and rendered it out of using an animated version of Hana as a holdout for reflections and refractions.
The resulting particles were then deformed and transformed into liquid surfaces in Houdini, and rendered in Houdini mantra renderer, using physically based mode. Additional splashed were done in real-flow. In order to get such a perfect adoption to the model, Hana was created as a 3D Bodyscan. In the compositing some real water layers were combined with the artistic 3D water. The shooting was performed on 35mn in 2 long nightshoots in Carlsbad."
Wednesday, October 15, 2008
TeStInG TuToRiAl!!!
Hey, I have been looking lipsync and blend shapes for the meeper character. It has been hard but at the end it will definitely looked good. My textured environment scene is still in stock, until I finally arrive to rendering and mental ray. I really like texturing, it is really interesting but in maya there area many options like bump, specular, shading, bla bla bla. It is complicated!
Anyway, I can't wait to really see how texture could look more realistic, here is a proof of what I have seen in tutorials. I am waiting to arrive to mental ray and other rendering details.
Anyway, I can't wait to really see how texture could look more realistic, here is a proof of what I have seen in tutorials. I am waiting to arrive to mental ray and other rendering details.
Tuesday, October 14, 2008
BaCk To VecToR aRT!!!
Hey everyone, I found a vector image I left incomplete. Well during this weekend, besides trying to paint and advance a little bit more in my oleo painting I decided to keep doing this portrait. Since I remember, I was shocked with the beautiful eyes of this girl in the cover.
Yes, this image that has been all around the world. I am talking about the most important cover National Geographics has ever had, it made history. The photographer was Steve McCurry, who had the luck to take this picture in 1984 during his stay in Afghanistan. The cover was first published in 1985 and sold millions of copies.
McCurry went back to find this afghan girl...
"She was identified through a series of contacts that led to her brother and husband, who agreed to ask her if she was willing to be interviewed. "
And it was in March 2002 when the photographer had luck, he finally found the 17 years old girl who picture a long ago.
"This is the face that so captivated not only National Geographic readers but also anyone who saw her image around the world," said Boyd Matson, host of the National Geographic television show EXPLORER, who was with the group that met with Gula.
So this is the image I have been working on again, making use of Gradient mesh and vectors. The eyes took me almost 2 complete days to finish and recreate the amazing color. This is the first time I ever mix gradient mesh, since I don't use it very often, but training makes someone better. Until now I am still working on the skin shadows....

REFERENCE:
http://news.nationalgeographic.com/news/2002/03/0311_020312_sharbat.html
Yes, this image that has been all around the world. I am talking about the most important cover National Geographics has ever had, it made history. The photographer was Steve McCurry, who had the luck to take this picture in 1984 during his stay in Afghanistan. The cover was first published in 1985 and sold millions of copies.
McCurry went back to find this afghan girl...
"She was identified through a series of contacts that led to her brother and husband, who agreed to ask her if she was willing to be interviewed. "
And it was in March 2002 when the photographer had luck, he finally found the 17 years old girl who picture a long ago.
"This is the face that so captivated not only National Geographic readers but also anyone who saw her image around the world," said Boyd Matson, host of the National Geographic television show EXPLORER, who was with the group that met with Gula.
So this is the image I have been working on again, making use of Gradient mesh and vectors. The eyes took me almost 2 complete days to finish and recreate the amazing color. This is the first time I ever mix gradient mesh, since I don't use it very often, but training makes someone better. Until now I am still working on the skin shadows....

REFERENCE:
http://news.nationalgeographic.com/news/2002/03/0311_020312_sharbat.html
Thursday, October 2, 2008
TeXtUrE, CoLoR AnD BuMp!
Hi, hello, hello... Now is time to color the uv map. Bring the uv to photoshop, to make this in the uv editor select snapshot and save it. Then open it and start to color it. You will have to be logic and check where is the eyes, head, finger, nails and so on.
You could support in Maya if you have doubt, slecting a uv and then you will be able to locate it in your uv map. Make a base color and then keep going with the shadows, middle tones and at the end details. In my case I add some marks in a brown tone. Be careful doing this, I have been having problems to make it smooth in the cuts.
Try to keep the same color and shadows in the connections. After you are done and test it in your model you will be able to apply it to it and create the bump.
Bump is really helpful, it creates the ilusion of bevel without having it in your model. You can create it in the same UV color psd. Just leave the details that will bevel and turn it into a black and white image, or grayscale. Export it and in your texture is a link for BUMP so click the little checker square and load your file. You can fix the depth and all this attributes for better results. Check it out here:

Here is my textured meeper or chubbs, as you want to call it. Of course as I keep learning it will get better.
You could support in Maya if you have doubt, slecting a uv and then you will be able to locate it in your uv map. Make a base color and then keep going with the shadows, middle tones and at the end details. In my case I add some marks in a brown tone. Be careful doing this, I have been having problems to make it smooth in the cuts.
Try to keep the same color and shadows in the connections. After you are done and test it in your model you will be able to apply it to it and create the bump.
Bump is really helpful, it creates the ilusion of bevel without having it in your model. You can create it in the same UV color psd. Just leave the details that will bevel and turn it into a black and white image, or grayscale. Export it and in your texture is a link for BUMP so click the little checker square and load your file. You can fix the depth and all this attributes for better results. Check it out here:

Here is my textured meeper or chubbs, as you want to call it. Of course as I keep learning it will get better.
Wednesday, October 1, 2008
Uv MaPpInG!!!!
Hey there!!! As you know I have been working on a 3d model called chubbs or meeper in some cases. Now is the turn for UV MAPPING. Some of you might ask what is this???? ....
"UV mapping is a 3D modeling process of making a 2D image representing a 3D model. The map transforms the 3D object onto an image known as a texture. In contrast to "X", "Y" and "Z", which are the coordinates for the original 3D object in the modeling space, "U" and "V" are the coordinates of the transformed object. This creates the effect of painting the image onto the surface of the 3D object."
You just need to understand that is the way to unfold the polygon into a 2d dimension. To make this first of all you need to have the model completely done. I mean you can add edges and some vertex, but not too much cause it could affect the uv. Add a planar mapping with a checker texture, it will look something like this:

After this is done, you will divide the model in parts: head, body, legs, armas, hands and so on. This is done by selecting the complete division edge (remember that all the model needs to have logic in the direction as well to be continuous) and then cut uv edges.

This part will be separeted from the body by selecting a uv for the area, and then in the uv editor right click / select/ select shell. The whole shell will be selected and you will be able to move it to leave space to cut the other parts. After all the model is cut now you will unfold.
For example the head, select the edge that divides in the middle the head and cut it again. Separate it, and now is time to unfold. But remember something, diselect one uv from the top and the bottom, this means this won't move and will stay in the same position. After you have unfold both, try to put them close to each other, select the edges of the middle and sew them. Buala!
NOTE: Not all the time this will be the best, you will need to play with the sew and unfold to have the best results.
Here is a pic of what I am talking about:
"UV mapping is a 3D modeling process of making a 2D image representing a 3D model. The map transforms the 3D object onto an image known as a texture. In contrast to "X", "Y" and "Z", which are the coordinates for the original 3D object in the modeling space, "U" and "V" are the coordinates of the transformed object. This creates the effect of painting the image onto the surface of the 3D object."
You just need to understand that is the way to unfold the polygon into a 2d dimension. To make this first of all you need to have the model completely done. I mean you can add edges and some vertex, but not too much cause it could affect the uv. Add a planar mapping with a checker texture, it will look something like this:

After this is done, you will divide the model in parts: head, body, legs, armas, hands and so on. This is done by selecting the complete division edge (remember that all the model needs to have logic in the direction as well to be continuous) and then cut uv edges.

This part will be separeted from the body by selecting a uv for the area, and then in the uv editor right click / select/ select shell. The whole shell will be selected and you will be able to move it to leave space to cut the other parts. After all the model is cut now you will unfold.
For example the head, select the edge that divides in the middle the head and cut it again. Separate it, and now is time to unfold. But remember something, diselect one uv from the top and the bottom, this means this won't move and will stay in the same position. After you have unfold both, try to put them close to each other, select the edges of the middle and sew them. Buala!
NOTE: Not all the time this will be the best, you will need to play with the sew and unfold to have the best results.
Here is a pic of what I am talking about:
Subscribe to:
Posts (Atom)

