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.
Friday, August 12, 2016
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.
Wednesday, February 3, 2016
Cdc finale
This project has taught me to not be afraid to ask for help. It made me more familiar with arm anatomy. And I feel I have become a better modeler in the process.
What didn't work and what did?
Using the move tool was the most handy when molding the basic shapes. Modeling a sleeve in Maya from a cylinder did not work for me.
What would you do next time?
Next time I would make sure to ask for help earlier. And to create a sleeve in Zbrush.
What issues did you encounter, and how did you adapt?
I had never re-typologized an arm before, so getting the right flow was hard. I had to start over a few times because I wasn't getting keeping enough of the detail in my Zbrush model.
How did the end result come out?
My end result did not come out very good. I did not finish re-typologizing my arm model in the time that I wanted to. In the end I did not have enough time to finish a sleeve or UVs.
Wednesday, May 27, 2015
AESTHETICS PROJECT FINAL
One similarity between my finished picture and "Pink Angles" is that they both are about angles. Another similarity is that the placing of my angles and the pink objects are in similar positions on the canvas. I re-imagined if the pink objects were actual human bodies with wings and where the would be placed in Kooning's canvas. Then I sketched it out on my paper and placed them in similar areas, but I made my picture with recognizable human designs and wings to make them recognizable as angles. The difference between our two painting are the choice of colors. Although we both have the colors pink and tan. I chose to go with cooler colors than Kooning, to give a more calming effect in my finale project. I didn't want my colors to clash so much so I choose similar colors that would fade into each other and be more soothing than Kooning's. The other difference is that the objects in my painting are not as abstract and have a obvious subject, unlike in "Pink Angles".
Image of a work in progress
Objective Critique
Pink Angels by Willem de Kooning, is a work of art made with oil and charcoal on a canvas. This work of art is called abstract expressionism. This work of art is two- dimensional and abstract. The characters in the painting show movement and come in a variety of shapes and sizes. The characters in this painting are balanced well because they each all fit inside the painting in a way that makes the viewers eye flow from each shape to the next. The abstract is obvious because you can see that the subject of the painting is no very clear. The movement in the painting is shown by the lines and the way the shapes are drawn so freely. The background of the painting appears to have a slightly rough texture, but the painting is two- dimensional because there is no shading to show volume. Willem de Kooning uses both The Principles of Design, and the Elements of Art in a way that is effective in his painting.
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