Monday 10 January 2011

Feathers Round three

So after completeing the feather method on the wings, it was time to try it out on the body.
I started by creating a row of 5 feathers and then using the animation technique provided by Daffy in the previous videos. It seemed to work alright, however a lot more key framing was involved in order to stop the feathers breaking into each other and the base mesh.
As you can see, there is some over lapping happening, but I have to admit, I'm still quite happy with the result.
Now to move on to the more complex part of the head. I'm not going to lie, even with the animation cheat, this was still tricky and the mesh on top is actually quite complex and getting the feathers to look as if they are sitting smoothly on top of the head has been quite tricky. Though I think this part may be unavoidable and I realise however tricky, the results for this method are completely satisfying.
I think I shall be continuing with this method to create my bird for the Raven Project, as the final outcome looks quite realistic. Along with textures I fail to see why this model couldn't look photo realistic.

I am very glad we had the chance to research our hurdles before we came to them, this means that I can go ahead confidently with the model and know that there is a way to achieve the outcome that I and the others want.

Feathers Round two

So I have tested the feather method provided by Daffy in the videos posted previously. The method works exceedingly well on the wings and the Animation cheat works nicely here. However I still have reservations when it comes to the rest of the body, but only time will tell.
The reference sheet was also helpful, especially the included diagrams of the different parts of the wings.
As you can see I have colour coded different areas, so that they will be easier to texture and incorperate into the rig. However He's starting to look like a Rainbow Raven.
Continuing using the same method for different parts of the wing. Still working Nicely, seems like it may be a full proof method for creating feathers.
And finally a finished wing. Seems that this method works quite nice, so now to try it on the body. I really like the effect this method give in renders, and now i'm really starting to see the light at the end of the tunnel with this model.

Feathers Round One

Before I start with the feathers, Daffy in his video showed us a reference page he had put together outlining all the bits and pieces he had collected about ducks. In those images he had references and diagrams as to where the feather should be and how they are placed. I have tried to do the same thing and here is the result.

Daffy Duck pt 2

Sophie managed to get us some footage from her meet with daffy. It's a very nice insight and gives us more ground to work towards, especially in creating the feathers. Unfortunately there isn't a cheat where I can apply some Maya hair and have lovely feathers, I have to create them using polygon planes and place them on the model.




It's really inspiring stuff, and the finished effect with all the trippy render layers included is absolutely beautiful. There are also those incredible cheats using animation to adjust the feathers and place them for you, which makes me feel so much better about making them individually. So now theres nothing left to do, but stop avoiding it, and getting on with it.

Snow = Fail

There has been a sudden turn in the weather and I am stuck in Swanley with 2 1/2 foot of snow. Sadly this means trains or buses are not running through my area and I cannot make the meet with Daffy.

Edit

Clym is also stuck in Sidcup, however Sophie shall be going ahead to the meet with Daffy.

Daffy Duck

Feathers.

Yes feathers, I have put off researching the how-to's on Maya as I know that this is going to be the real test when creating this model.

I found this thread on CG talk which discussed the subject and some possible answers.

I also found this tutorial, which unfortunately went straight over my head.

LUCKILY Sophie and her inside industry knowledge/contacts has set up a meeting with her friend Daffy. Daffy has worked on an advertisement which included a number of CGI photo realistic birds, and can tell us how the models were achieved. Myself, Sophie and Clym shall be attending the meet, and I'm hoping he will be able to stop my head spinning.

SUCCESS!!!

The secret was all in the specular mapping. By adjusting and creating a specular map on the Iris, i was able to edit how light reacts to the Iris and bring back some of the warmth to the eye AND make it beam even more.
As you can see, now the eye really pops out of the model, and the brightness adds in my opinion quite a cheeky side to the model.
A mid-shot including the eye, and below the wire frame for the eye. You can see the shape of the nurb sphere eyeball, including the Iris, the highlighted shape is the pupil.
I am very happy with the outcome from this tutorial, and I am so glad it went on to cover specular mapping. I feel like I have learnt quite a bit about textures and the hypershade editor in maya because of it.