This space is for the development of my personal works. A lot of tech stuff and tests will go on here.
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Making progress on a scene.
I’m building a new portfolio and this is the first step of many.
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Progress from the build last week. Testing a few things, and checking the boxes as I go.
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Learning more things.
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Progress from the build last week. Testing a few things, and checking the boxes as I go.
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MotiMecha - Hopper.
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Development Log 13
Baby steps: building out simple assets and learning how to actually model in 3d. Got so much to learn but it’s good to push. Through the basics I can understand the more complex things. Repeating the simple steps into a pattern will make it all come together.
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Development Log 012
Another step up. Figured out how to get video to play on 3d objects as a texture. With this I think the first stage is almost complete. It really unlocks some things.
Really really hype about the potential expansion in this category. Now to stack it a few times over.
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Had something of a breakthrough. The program said that the symbols were to be printed, though I figured I could work it in reverse. Taking traditional art and scanning it.
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Development Log 010
Figuring one of the last pieces out to this puzzle. I say that but I know there’s about to be a bunch more stuff coming. lol.
Figuring out ways to track something in that’ll save me the hassle. I think though Syntheyes might be a better route for object based stuff, although it’s a more manual process.
Test results coming soon.
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Development Log 009
Figuring out a few technical things in this new engine. Corona render is great but it does a lot for you out of the box. Learning about the flexibility of this in Maya is slow for a bit but it’ll be better in the long run for what I’m trying to accomplish.
Happy to get the opportunity to push like this.
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Needed an alternate to Corona for Max, *workflow reasons* so I tried Redshift.
Really enjoying it. I think this is what I’ve been looking for.
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Development Log 007
Here’s the helmet model that I’ll be tracking in. I’ll likely modify it going forward as it’ll have to be tested against actual head proportions. Also styling wise it might do with some home made looking elements.
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Development Log 006
This is the original stage I set for the event. I had some development work done on an illustration of the piece. I’d done a few versions but this one was modeled after my old bedroom in Osaka’s Uehonmachi district.
More to come , with closeups / other things.
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Development Log 005
Some pencil notes for the story I’m tackling in this upcoming project.
Taking some time to define the layout and character traits. I’ve also come up with a spin on vr to create a doubling down experience. It’s better to show than explain.
I’ve also created some rough storyboards to capture the main story beats. This one is going to be somewhere in between slice of life and horror.
+ Next Steps +
Testing the photo scans today, and working on a quick match move test.
In addition to this I’m going to do a high to low poly test. I’m wondering if I can do a high detail head scan and then project the geo down onto a full body rig with a simple setup. Linking that to a match move might give the results I need. Basically the same lines as what’s done with Thanos / The hulk minus the facial blend shapes ( at this point) . mmm lots to think about. I’ll be going forward with the first scan test now.
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Testing two quick things.
1.Rigging - To see if I remember how to do it lol.
2. Stacked /Nested animation. For stacking on top of things I plan to matchmove.
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Test for camera projection using the Matte Painting Toolkit.
Going to have to pick up the full version. I had an idea of a layer stack and this might prove to be a solid solution.
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Development Log 002
Generated a point cloud in Nuke, then used it to make a mesh. Put that into Maya and started building some geo out into the scene.
Next on the list are matchmoving some basic rigging, animation tests, and scanning / photogrammetry.
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