Final Engine

The final comp render came out like this: For the final object I changed some setups as mentioned on the post from week 10. Here’s the befor and after for the rusted copper parts: The before and after for the metal parts: And the before and after of the whole scene:

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Comp Engine week 10

This week I rendered out the version I thought was the final one. I then comped in Nuke, and did a roto in the front wall so it would cover parts of the engine. I had placed two parts of the engine in the front room, so it would look like it was left behind,… Continue reading Comp Engine week 10

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Building Scene Engine

I did a new tracking for this scene, since I haven’t made it right, as mentioned a couple weeks ago, and now my scene is working fine. I placed my textured engine into the scene and had to make some adjustments in the textures. I realised I have forgotten to texture 4 objects of the… Continue reading Building Scene Engine

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Texturing Engine 2

This week I focused in texturing the engine and making it ready to put in the scene. All of my textures where downloaded from textures.com and built in Arnold Maya. I changed the rusted metal I had last week to one that has more details, mainly in bump and roughness. I used 4 different png’s… Continue reading Texturing Engine 2

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UV and Texture Steam Engine

This week I worked on opening all the UV’s and started adding some texture to my model. There is one object that is giving me a hard ti8me to apen the UV because appears an error saying it can’t unfold. I opted to stick with the automatic UV for this specific object for now, until… Continue reading UV and Texture Steam Engine

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Rigging Steam Engine

This week has been the most challenging one so far. Understandind which constraints nned to be made so that the movement is done has been a challenge. I divided the movement in 3 different parts: the wheel with the first horizontal piston, the pendant piston, and the second horizontal piston. For each movement I had… Continue reading Rigging Steam Engine

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Steam Engine 2

I continued modelling my engine this week. I was looking forward to finishing the modelling part so that I could move on to rigging, texturing and rendering the machine. I always think that the details is what makes the model look good, so I made a type of screw to the pipes, screw to other… Continue reading Steam Engine 2

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Steam Engine 1

This term we were challenged to model a steam engine that would fit into a given footage. This week I gathered some references and started to model my engine. This two poctures will be used as my main reference, but I also wanted to add some pipes with a different look, so I picked an… Continue reading Steam Engine 1

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Hierarchy

Hierarchy can also be used as a form of rigging by arranging parent-child relationships between the assets. When the parent is animated, the child will follow that animation. This week we made a set up of a solar system, animating the planets orbiting around the sun by hierarchy. We also animated a camera and made… Continue reading Hierarchy

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Rigging Clogs

This first week we modelled this set of clogs and pumps starting of using basic primitives. When we finished modelling the system, we then started to rig it. First, we built the skeleton, which consisted of locators, joints and an iKhandle. Then, we  animated the clog, and by using constraints, we made the other parts… Continue reading Rigging Clogs

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