You know what's rubbish? Having a blog I used to be proud of and neglecting it for several months. That's awful, especially when theres a ton of things I want to share. So hopefully this is the first of five or more semi written blog posts.
This is Shaun the sheep with no arms. Why does he have no arms? Because part of the magic CG is that we can just turn things on and off, like arms. Find the arms button, turn it off (its not that simple). Part of the fancy animation for the Sty Dive game was that Shaun's arms waved independently of his body depending on the angle he was falling at.I tried a couple of different lighting setups, above being closer to the final one as it has cooler shadows giving a better sense of Shaun being higher up in the blue sky than the one below where the green bounce light from the grass makes him appear too grounded.
When Shaun plunges into the bucket at the bottom of the dive he needed to emerge with a victorious grin so I created some alternate shaders to make him appear nice and wet from the water he'd just been submerged in.
We got some feedback, always good, and the general consensus was that the blue goggles I had made weren't comical enough, and admittedly they were more surgical than athletic in appearance. Also the refractive index on the goggle lenses is too high as it makes Shaun's eyes appear like that of a person with severely deficient eyesight.
So we had a look at the series for reference and came back with this fantastic flowery showercap and pink snorkel combination!
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Pixel Propaganda
How do you summarise or collect months worth of reading into the appendices of a blog post? You don't, we're starting from scratch. Mostly because I stopped collecting material for this segment a long time ago when I realised that posts had become too infrequent to warrant any kind of literature curation. So here is the residue and then we can start afresh:
Here is a video from the game jam back in January, I have make a cameo appearance a couple of times and its great to see some of the other jammer's work in progress.
One of the games I've been playing more of than any other recently is actually a Japanese role playing game, a genre I usually avoid. But Persona 4: Golden is a real revelation. Imagine The Sims meets Pokemon embedded within a high school murder mystery where the lead characters can explore an alternative reality. Its cleverly designed with all the core themes being systemically represented. The writing is great, very very funny in places, and characters face their personal demons down during gameplay. Here a couple of great critics exchange a series of letters exploring its finer points.
And lastly, on a more CG note, if you copy these scripts into your scripts folder and you're running Maya 2013 (it may be compatible with other versions this is just the one I've got it working with) then some of mental ray's more powerful and exciting new rendering features are exposed in the render settings window. Things like unified sampling and environment lighting are all easily accessible and great to use. As explained in elemental ray's great post linked above. They help bring mental ray's feature set more in line with some of the standard stuff I've come to expect from lighting and rendering in Vray.
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