Thursday, October 7, 2010

Beginnings of... A MONSTER :O

So we need to design a robot for class... no big deal. I've been working on the basic concept off and on since Christmas now, so know what I want to do with a pretty good amount of certainty at this point.

So far, have the eye design pretty much modeled, just need to correct one error involving the rotational axis of several sections being incorrect, to which I'm waiting on a response from Matt with an explanation on how to do that since it's not working the way I expected.

Anyways! Here's a quick video of the iris design in action, followed by a semi transparent render to show the completed housing assembly.






The way this's set up, the iris blades can close in a circular pattern, similar to a camera iris, or the iris of the stargate in SG-1. Same concept and looks nice, while leaving a gap to allow the inner 'pupil' to see.

The iris is mounted on a gyroscope which allows it to rotate vertically and horizontally, with small gears to turn the gyros.

Furthermore, the 'pupil', is a mechanical construct of 4 cameras; infrared in the center, for primary vision capabilities, with smaller red/green/blue cameras around the central section which provide secondary inputs so that things which are cold or heat shielded don't go invisible.

The pupil can also rotate slightly in relation to the iris assembly, to give the impression of an eye looking around.

Behind the pupil and iris assembly, is a reflective surface which allows light to be reflected back, vaguely similar to a cats' eye, for adequate night vision.

It's pretty complex overall, but the rigging honestly shouldn't be that bad, and it'll be wonderful for a nice closeup shot.

Monday, September 13, 2010

New junk!


In the process of doing alot of rendering right now so there's a bunch of videos that aren't available to show just yet. For now though, I have some rather... well alright most of it's good but I think Simon's going to kill me when he sees the dalek.

The dalek is kind of messy; just playing with Nfur before bed, trying to set bald spots is a ridiculous pain to do though with how it's set up. Absolutely loathe the maya paint tool.



As a replacement for the Joan of Arc tutorial, I made my Kiana Schrödinger character from 2nd quarter instead.

She's finally fully rigged, and able to be posed as needed. The tail and ear controls are a bit primitive at the moment, but they allow for fluid, organic movement with little effort, so they're good enough for the moment. They just aren't really capable of complex motions yet is all. Think I'll see if it's possible to attach an IK handle in, or a toggleable secondary set of FK handles. Maybe have one primary one for basic movements, and can turn on advanced settings after the fact if so desired. I dunno yet.


At first I was going to go with 'Luminopolis' for my company name... then I realized that there were already quite a large number of people using it after some google searching. Hence, it has been changed to Nekolith, with this as the company logo/video. You'll be seeing more of it from now on since I also rendered off a video for use which is just the paw/yingyang icon and name, which can be composited onto other works, such as the demo reel, allowing for animated consistency throughout.

Here's a composited still life of 3 household objects I had laying around;

A thumb drive (it's animated to open, and this scene is rendering out at school now for the quarter's demo reel), a remote control; Magnavox NA471 in case you want to verify it's authenticity of appearance; and a lamp made from popsicle sticks that my uncle Vaughn (I just realized I have no clue how to spell his name... that may or may not be accurate) made probably 20+ years ago. I would've rather modeled the one I made, but it's back in Amherst and I'm not traveling back to get it just so I can make one, besides, this was a very similar design and looks good anyway.


This was a self taught test of how to mess around with maya Nfur; have since learned a fair bit better control, but this was good for learning alot of interesting stuff like how each attribute affected it as a whole, and how to get it to render quicker. Have since learned how to apply to specific areas, rather than having to rely on a single object application.

I was going to put in the swf of the anijam video segment I did, but then realized that blogger doesn't particularly car for swf files. I could convert it, but it's too much work for just before bed, and it was excessively messy anyway due to needing to animate about 1200ish frames in a few days. Hence... limited cleanup. If anyone's really really interested I can see about a copy for later, but it's not that big a deal right now.


This's the case to the tears of Noesis game I was working on for GD100; the background for it was originally designed as a desktop wallpaper for my mother for her birthday, but it came out so nice as it was, it seemed a waste to just leave it.

Waste not want not, so just made some adjustments and adapted it for use in this situation instead. Works fairly well really. I liked the blue version better, which's on the final printed copies which were actually used as inserts.


Due to the arena style combat in the game design, I wanted to show a 'level design' of sorts. This 'Colosseum' level design is excessively rough, and the shot isn't particularly great either. Overall, the whole thing took about 30 minutes to make, so I suppose I can't complain. Overall it looks nice for the effort put into it, which admittedly wasn't much.

Idea being to run the 'ball' (in this case a gemstone with the ability to grant the holder visions of the future) to the end 'goal'. The game's concept is vaguely similar to that of a football game, though only in the most basic premise; rather than guys in armour, you instead get magicians with spells. Seriously, wouldn't sports be so much more interesting if your opponent could cleave the ground in half and raise a wall of rock from it to bar passage from the goal line, or be forced to dodge meteors landing when carrying the ball? XD

I'll possibly provide more info on the game concept for later use, but I'm admittedly a little concerned about the information being grabbed since it could actually be turned into something playable, especially with all the mechanics and balance notes I have compiled.

The instructor's been generous enough as it is to ensure that all copies of this data is not available to the school, since 'technically' anything produced while there is the school's property... hence, we've been given the opportunity to create something in which it can't just be taken away, preventing us from getting royalties from it. As such, I'll be taking extra precautions towards ensuring that this idea is safe, since I rather like the concept and can see a potentially good market in it someday.





Anyways, that's it for tonight, most of the stuff I've been working on can't really be demonstrated without movies that have yet to be compiled into a viewable state. So far I have most everything rendered off at least, with only three main sections left to go, all of which are fairly fast to render. The issue is moreso about compositing them together, and the fact that many are either just targa sequences at the moment, or uncompressed video, of which neither is particularly useful in terms of value to show right now.

Tomorrow's agenda is to re-render the dalek and space kitchen, get the previous work properly set up into uncompressed video formats, and finish the walk cycle on Kiana up above there. Want to have her doing the walk cycle for the final reel, even though it's not actually required.

Monday, August 9, 2010

Been awhile

Have a fair bit to show, but don't have time to show much so just going to drop on a quickish playblast of the character model I've been working on. The blue areas glow when rendered properly, but since this's just a playblast, it's fairly low quality so won't do that. Fixed the hands and am happy with them now, though still a bit irritated at the head. Don't really have time to fix it though, and have tried several times already anyway.

Tuesday, July 13, 2010

Nothing today!

Have alot of things on my plate, and quickly piling up. Nothing much to 'Show' though.

Beginning a new character model based on a previous character design from second quarter (Kiana Schrödinger, in case anyone recalls her), updating and fixing the car model (it looks great to the untrained eye, but has alot of minor flaws that need fixing due to have been rushed previously), some flash stuff (the big anijam one is top secret! My eyes only until it's done!), some writing for game design, and some texturing stuff. For the most part, however, nothing of particular interest to show. Unless people would love to see how monotonous UV mapping is. I'm sure everyone who cares, needs not see it again, and those who don't know about what that means, are probably best off left in blissful ignorance.

For now, kind of lacking much of value to show for the moment, as either things aren't done enough to even really show anything yet, have had such minor changes most people couldn't even see them, or are under development.

Mostly just wanted to make a notation that this blog has not been forgotten, though when I get the time, I'll be remaking it into a flash site now that I know how to do that. Due to workload constraints, however, this likely won't be any time soon.

Thursday, June 24, 2010

3rd Quarter Demo Reel

Tuesday, June 22, 2010

Car is totally finished, rendering settings have been completed.

I was *SUPPOSED* to be rendering this off on 3-4 computers at school... the school computers have been having a great deal of troubles lately, corrupting files and especially renders.







This time, however... I was having problems with one computer, so I saved the files back onto the thumb drive to transfer over to another. Bad idea.

The files got corrupted on the computer and don't work, and I didn't realize until after I transferred onto the thumb drive, which no longer had the files anymore, just the newly corrupted ones.

So I'm back home now, and what should have taken 3-4 hours is going to take all night and probably some of tomorrow.

This worries me that I may not have it finished in time for the demo reel... which's bad. Always something... would suck to miss the deadline for that due to technical problems >.<

Even so, going to try to bypass the school computer issue by doing all the final renders at home for the car. The stickfa's no problem and won't take any time to do, but the car is going to chew through probably12+ hours of render time considering it's taking roughly 2 minutes per frame to render off on my computer here... it was closer to 1 minute at school, and I could've run it through several computers at once there until the files got corrupted -_-

On the plus side though, it looks gorgeous, just truly beautiful as I had hoped. The previous 'movies' I've left on here before barely showed anything, just the basic model in a playblast, but never fully rendered like this.

Now anyone who sees this can finally see just how stunning it truly looks once rendered properly.

Hrm I think I'm going to add fog to the forwards lights... sure it'll take a little longer on render time, but this should make it even better. Lighting is everything!

Monday, June 21, 2010

Finished video of the car





Image of the forwards grill since I'm so pleased with how the lights came out.