This is dissapointing: I spent a lot of time making this tree and and was ver happy with the texturing. Once again the issue didn’t suface until a test animation render.
The damn tree is sparkling now
November 9th, 2008Yep, the walk cycle sucks
November 9th, 2008I’d like to completely blame it on the rigging and armature but I think that my animating skills are also to blame. Being the first walk cycle of any kind that I have done I am finding the timing quite difficult. In combination with time restraints and all the other things I need to get done the animation of the lilboy is going to suffer. That and the rig really does suck. If I had a COG/Root bone then I could at least just make one decent walk and loop it but I have to hand animate every step and with the rotation issue in the feet it is very frustrating.
Monster growth is done… backwards
November 7th, 2008This scene was actually very easy to do. It involved creating the mesh of what the creature would look like fully formed and using shape keys (similar to blend shapes I think) sculpt the form backwards in steps. Breaking it into steps not only allowed finer control but also prevents a linear growth that would give the trick away. I wanted this shot to link with the monster later on through the texturing and hinted shape.
Global lighting
November 7th, 2008I found that for a lot of the open outdoor scenes and some of the complex scenes that the quickest way to light it was using this setup:
You have many spotlights parented to the verticies of a 1/2 icosphere. Since they are dupliverts you can control all the light from the single light below. By making them very soft one gets nice general lighting in a scene as a basis to add key lights and any other focal lights. For the darker/high contrast scenes I won’t use this at all.
Esiest way to do his hair
November 7th, 2008I had thought of using particles to do the boy’s hair but this fell into the same basket as using cloth for the clothes – not enough time given my lack of experience with 3D and total lack of knowledge of Blender at the start of this project. I have come across various tutorials that make it look quite easy to do the hair but I have to prioritise what features to delve into.
So my solution is to just model the boy’s hair as mesh and pass it off as a stylisation.
Monster is textured!
November 6th, 2008Lilboy is textured!
November 6th, 2008Finally I can start focusing more on the lighting in the scenes now with the boy textured.
No time, no wrinkles
November 6th, 2008I had hoped to to either model wrinkles in the denim on the lil-boy and/or do the high-res mesh-sculpt and normal map that to the lower resolution model. Sadly temporal budgeting kicks in again and I won’t have time. That being said I have spent some time painting weights so that the mesh deforms in a way that looks like wrinkles.
Monster eyes are getting there
November 6th, 2008I have done some tests and looks like my idea will work. Though I didn’t anticipate the attention needed on the axis of rotation for the eyelids as it changes the character completely.
Still can’t bake AO properly
November 6th, 2008I had this issue when I tried to bake ambient occlusion with the butterfly where it just didn’t work over the entire mesh. Now it’s happening again with the monster. Though I believe It may have something to do with the monster having multiple material assignments and UVs to various parts of the mesh. Once again I put it out to the community.




