Friday, May 3, 2013

Camera Projection Breaking Test

Still working on that camera projections, though going is slow with all my moving arrangements and stressfulness related to that. This was mostly for me to see where it's still breaking. I'm also still trying to figure out how to resolve the back right corner or the projection. Man, I wish I had Nuke right about now.


Thursday, April 25, 2013

Projection Perils

Original Image

Clean up WIP 1

Clean up WIP 2
I'm learning a bit of camera projection at the moment. I think I posted the geo a while ago, but this project got back burned until recently. That back area and the bricks are killing me! The pillars and windows aren't too bad, though I've only touched up some of the back ones. I had the lamp on a card at one point, too, but now I can't seem to find that file. Oops.

Anne

Sunday, March 31, 2013

Ngozi and the Lion WIP


Quick update of some WIP texture paints I'm doing for a friend's rigging reel/possible future animation. At the moment the lion has a straight paint on her and the boy has a paint with a SSS shader. That skin took a LOT of iterations to get looking halfway decent. Now that I look at it, I might want to get some SSS on the lion's ears and nose too.

Modeling and design by Jessica Bzonek, Texturing by Anne Slama
Modeling and design by Jessica Bzonek, Texturing by Anne Slama
Design by Paula Utria, Modeling and UVs by Jessica Bzonek, Texturing by Anne Slama


Design by Paula Utria, Modeling and UVs by Jessica Bzonek, Texturing by Anne Slama

Design by Paula Utria, Modeling and UVs by Jessica Bzonek, Texturing by Anne Slama
Design by Paula Utria, Modeling and UVs by Jessica Bzonek, Texturing by Anne Slama

At this point I don't know what is happening with the animation this was to be part of, but I may be doing some set creation too. We'll see what happens.

-Anne

Friday, March 1, 2013

Spring Training

Whew! It's been longer than I'd like since I've updated this thing. Fortunately, I finally have something not restricted by an NDA to show. I'm currently working on a couple assets for instructors at Vancouver Film School, which include an awesome retro robot toy and a bay-and-gable house.

Still working out minor details on the feet, but mostly done modeling

I'm wondering if it's getting too heavy, but I'm going for matching the reference

Modeling done by me, house design and art direction by Casey Kwan
I'm also considering doing a blog post on how not to do free lance, taking from personal experiences in extreme frustration. (Hint: If you don't make a style guide, you're going to have a bad time.) Any interest?

-Anne

Thursday, November 8, 2012

Almost House'd

It's almost done! After many small chunks of time working on this little house it's almost done. I'd still like to do some final tweaks to the normals and spec, and troubleshoot the alpha channels so I can put the grass cards in, but it's starting to look like a house.


I ended up doing my "renders" from the UDK out of sheer frustration with Maya's Viewport 2.0 and the crappy Blinn attributes. I still need to watch some tutorials on UDK lighting and figure out some errors I've been getting, but hopefully that shouldn't take too long to figure out.

Cheers!

-Anne



Tuesday, October 30, 2012

Hiddleston is the Corinthian

"You disappoint me, Corinthian... You were my masterpiece, or so I thought. A nightmare created to be the darkness, and the fear of darkness in every human heart. A black mirror, made to reflect everything about itself that humanity will not confront. But look at you." -The Sandman


I've decided to attend the Saturday ZBrush sessions regularly both to help students with it and to improve my own sculpting skills. I'm getting back into that mode where I find sculpting relaxing and fulfilling when I can think of something interesting to sculpt.

This week's theme was "something fo Halloween" so I decided to turn Tom Hiddleston into the Corinthian from The Sandman. If ever this became a real thing, he would be perfect for the part--just look at that smile!


This sculpt took about 4 hours to get to this point including setting up reference and figuring out how to do the teeth. The teeth alone probably took an hour just to try in the shadowbox, figure out it wasn't working, create a base in Maya, and then figure out how to quickly duplicate and warp in ZBrush again. XD

I might finish it next week, or I may start something different. I'd like to take this to completion, but I suppose it depends on how I'm feeling next week. Perhaps I should finish it....

Cheers!

-Anne


Friday, October 26, 2012

I think It's Done

 It's Friday night after a long day of Modeling 1 and Rigging 2 classes, and an ever longer week of canceled opportunities and sad farewells. It's after 5 p.m., well after in fact, and where am I? In the office finishing the last of the critique changes on my lighting scene and polishing off the image with some depth and AO. And you know what? It's the most content I've been in weeks.

Straight from Maya
With Depth and AO in Nuke
I'm going to get a final round of critique to at least know how I could improve the image further, but then I think I'll light something else. (EDIT: GAH! This looks so bright on my monitor at home!)

Up next is an integration project, which is only about an hour into modeling. Hopefully I'll find some time to work on it soon and can have something done for the end of November--sooner if I can manage.

Cheers!