Tuesday, July 31, 2012

Portfolio 3

The goal was to create a human arm possible for use in games that utilizes a full muscle system to create realistic movement and structure.

The following shows the final results possible from transferring secondary animation, simulation and deformation created from a Maya Muscles rig fully onto a joints only rig.

The Model Geo was further adjusted to fit around the created muscle systems. The Skin was able to stretch jiggle and deform appropriately.
Details:











More:





Wednesday, July 25, 2012

Skin Simulation and Deformation!


Here's a video of what can be created if you follow my Skin Simulation and Deformation Tutorial:










Thursday, July 12, 2012

Portfolio Piece 3 : Skin Sliding

Thesis: Simulation

I'm going to focus on Simulation in relation to character technical art.
This can include cloth, hair, and skin jiggle/stretching.

Since I have already done some work with cloth and hair I'm going to look into skin jiggle/stretching.


I would like to make make a fully flushed out arm fully rigged with muscle system that has some realistic skin sliding, and stretching across it.

After creating a prototype of this I would like to investigate how this could work in a game engine.





Sunday, July 8, 2012

Portfolio Piece 2

Chameleon Shader!



















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Model Images







Sunday, June 24, 2012

Progress on Portfolio Piece Two!

The Research:

How do chameleons change their skin color?

Chameleons have multiple layers of skin cells, each containing different pigments.  The top most layer contains cells that are red and yellow, the lower layer contains cells that are blue or white.  These skin cells either shrink or grow in size based on the color the chameleon intends to be.


For example, if a chameleon wishes to be orange the red and yellow cells would grow to an equal size while the blue cells would shrink.  However if the chameleon wanted to appear blue the blue cells would increase in size while all the other cells would shrink.

Lastly chameleons have a chemical called melanin which allow them to darken there current overall coloring.

This technique can easily be expanded to a shader.  Textures have multiple channels similar to the different layers making up the skin of a chameleon.  I plan to edit the influence of these channels as to better match an intended color palette.

The Shader:


The goal is to create a shader that can change the color pallet of the current textures on a mesh to match that of another user specified texture or the current environment the mesh is in.

Currently I only have the average color of the environment effecting the final diffuse.  My hope is to make a more sophisticated algorithm by sampling areas of the texture or environment that have dramatic color shifts and editing the areas with similar color shifts in the diffuse (and color spec) accordingly.




So what am I going to use to show off my final shader!!

A happy chameleon! :D

Progress:
The Sculpt:



The Model:


References: 





For the texture I'm going to go with a super colorful palette since it will show off the shader's capabilities best.  

This fella is a great example:







Thursday, June 14, 2012

Portfolio Piece Two!

Portfolio Piece
#2:
HLSL Shader!!!

on a ...
Chameleon model!


Not super complex but clean and intended to show off a shader!!
I mostly want to focus on learning more about shaders.

HLSL Shader -

start by changing the ambient color based on the average of the background

Ultimately I would like to change channels in the diffuse map to blend with the background (with some slight variation) on a pixel level.   In other words I don't want to turn the model invisible instead I would like to create a camouflage effect that can still maintain some details from the initial textures.