Sunday, October 26, 2014

Jog cycle Final Render

Jog cycle Final Render from Madushan on Vimeo.
Finally Rendered the stuff in mental ray, with 3 point light setup, Fixed all Exaggerated breaking joints in arms.

Tuesday, October 21, 2014

Jog cycle Final spline

Cleaned all knee pops, reduced the arm swing a bit and cleared the exaggerated breaking joints in arms. Can't speed up the run cycle because I planned the Goon running like a little bit exhausted. Run is in 10f per step bit more like a speed of a jog.

Tuesday, October 14, 2014

Jog Cycle Spline

After many spline passes I came up with this. Had no time for lighting & rendering to preview this animation, just Playblasted the scene in viewport 2.0.  

Here's the orthographic views of the run cycle. Need to reduce the arm swing, because too much arm swing representing a fast run.

Monday, October 13, 2014

Jog cycle Blocking


Blocked all contact positions & up & down positions in stepped key mode. In this animation Goon rig moves in 10f per step. 

Tuesday, October 7, 2014

Run cycle pencil test

2D run cycle from Madushan on Vimeo.
This is the 2D version of my new run cycle animation, very useful to have a reference like this before jump into maya.

Saturday, October 4, 2014

Character Walk cycle Final

Full body walk cycle final from Madushan on Vimeo.
Lighted the scene by poor mans global illumination technique, creating a light dome with soft shadows that provides an ambient occlusion effect to the scene. Spent so many hours on quality rendering because of ray traced soft shadows on.