A new directed studies class, so a new set of journal entries. The current class is Rigging Studio X, which simulates the workplace of a company. For me, this isn't particularly new, due to previous freelance work. However, due to NDA documents, I cannot discuss what it is that I'm actually working on, unless given express permission by the parties helming the projects. The most I can say is that I'm currently on a conceptual project, and may soon be on another. If I complete a prototype of one rig, I may be placed on a previous project again and resuming some work there, though I may just keep tabs on it, as I'm on a higher rung in the hierarchy for the class.
As to my golem, I took a short break from really working to give my hands some time to recover, but I've made a bit of progress. Firstly, after a bit of feedback relating to the look of the ground controls, I'm going to test some new ones.
Mostly, I just broke apart the translation and rotation into separate controls, as well as making them circular to better distinguish from the boxes that normally control the various stones.
Beyond this, I did a few texture upgrades.
First are the horns. Using a combination of raw sapphire and smoothed ice from Ice caves, I created this look for them, as well as duplicating and crushing the mesh inwards to create a brighter core for the more intense glowing and light emission.
Then I added the final emblem design onto both the anchor and the opal chest stone. The rainbow effect of the flakes is still not quite there, since the reflective flakes are not randomizing the colors just yet. hey are only based on a sampler info node that connects to a color ramps facing ration node. Once again, I have a dual layer of geometry, though this time, the top layer serves as the surface for the emblem and some transparency to help bloke out the flakes in the blue veins, while the inner geo has a car paint shader to simulate the opal flakes.
Thats all for now.
Cheers.
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