Thursday, November 9, 2017



I am a student learning how to use Substance Painter and currently I am trying to apply my exported textures into Maya using Renderman. My texture is only applying to one side of the mesh, and I am unsure how to fix it.

My teacher suggest that it is because the obj I am using is not the same one I painted on in Substance Painter. I unfortunately have a three objs that are are of the same model and I am not sure which one is the correct one.

I would like to know if I could find the exact name of the obj in Substance Painter so I can identify the right obj?

In the mean time I am just going to try to apply the textures to all three and see if any work correctly. I've attached some screen shots of my work.

Does anyone have any suggestions to what I am doing wrong, or how to fix it?

Sunday, December 18, 2016

The playblast posted are three of the projects I did in my first 3D animation class. I learned how to use and create mel buttons. I was also introduced to the too the graph editor. During this class, I did not explore many tools on my own. I focused on trying to the basics of animation. 


Monday, November 21, 2016

Project Evaluation

⁃ What worked and what didn’t? 
                         ⁃ What would you do differently next time? 
                         ⁃ Did you encounter any major issues, if so how did you adapt? 

                         ⁃ How did the end result come out (give yourself honest feedback)?

In this project we had to choose from a list of characters created from other students. I picked this wolf/human hybrid woman. I had a good time working on this character. What I would do differently next time would be posing her better, because I think she looks hunched over. My honest feedback of my project is that I have made progress. While working on this project I learned that I need to practice sculpting a human head. Proportions are still an issue with my models, but to over come it I made sure to never model anything without the reference in the background. I've learned a lot about what I need to work on if I want to be a modeler in this class, and I had a good time. 


Tuesday, September 27, 2016















What worked and what didn’t? 
                         ⁃ What would you do differently next time? 
                         ⁃ Did you encounter any major issues, if so how did you adapt? 
                         ⁃ How did the end result come out (give yourself honest feedback)?

What I would do differently next time would be to focus better on human anatomy. I realized to late that I had stretched out my characters torso after I already made the clothing. I didn't give myself enough time to fix the anatomy problems. One of the major issues I had during this class was not being able to use a tablet. I couldn't get any tablets to work on my computer, I even bought a new one and it didn't work. To adapt I used my mouse, even though it made it harder for me. My honest feedback is that my work in Zbrush has improved, and that makes me happy. Even though it isn't much, a few months ago I wouldn't think it was possible for me to create anything like this.

Friday, August 12, 2016

VFX1 Rigid bodies

I learned a lot about rigid bodies while doing this project. I learned the difference between active and passive rigid bodies, and how to use them effectively. At first I didn't know that you couldn't have the cup active at the same time as the marbles inside of it. So I turned the cup into a passive after I simulated it and then made the marbles active. I still had trouble getting the marble to roll out of the cup, so I used a force and it worked. The see-saws were giving me trouble, because they wouldn't stop spinning. To fix it I added a spring to hold it down while the ball got to it. After that it all went downhill.

Sunday, July 31, 2016

Resource: Link

Technical Artist Rigger qualifications for Telltale Games:
  • Collaborate with Animators to design, create, test and maintain character rigs
  • Skin character models efficiently with an eye for quality deformation
  • Develop character rigging pipeline tools for deployment to other team members
  • Troubleshoot pre-existing character rig setups/scripts
  • Develop new techniques and processes to solve character production challenges
  • Work with Character Artists to create topology guidelines that meet technical needs
  • Work with production management to prioritize tasks
  • Maintain coding standards of the Tech Art team and submit code for peer reviews
What I learned in CR2 is very similar to what Telltale games is asking for in a technical artist rigger. CR2 Has taught me to troubleshoot pre-existing character rigs that I have been given to work on. We learned to develop new techniques while trouble shooting. In CR12 we worked on skin character models and learned how to rig the face and for eyes.

Friday, May 27, 2016

Software Technology 

For our group project, my group split the work by having each of us make a piece of the marble machine. We each created a mini marble machine and combined all five of them to create one big marble machine. Some of our pieces didn't cooperate with one another creations. During the process of putting together the final marble machine we had to resize a lot of pieces. We also found out that some of the parts we made needed to have bigger holes to fit the marble so it would continue down the track smoothly. 


Above is the mini marble machine I put together. In the end it got changed to fin into the final version.