Archive for October, 2011

Maya fluids test

Posted: October 26, 2011 in Uncategorized

Earlier this week I tried out making clouds in maya.


It was just a test to get me more familiar with fluids.


What I learned: That fluid containers can be scaled down, and not scaled up.

Challenges: The making of clouds is very computationally expensive. Some renders had taken over 20 minutes to process.  The real challenge was working with a computer that dosent have a top notch graphics card, to handle the amount of data that needs to be processed. I also need to figure out how to make a sky backdrop, or a sky with a large fluid container. This is needed to make the clouds really feel like they are floating through space.

Thoughts: I would like to do this again on a faster computer, or n a computer that can stay on for a few days for the duration of the rendering. I will investigate how to make clouds form spheres using Nparticles. I would like to find a way to have more control over the density and noise parameters, to make a more stylized cloud. Maybe investigate ways to make clouds not so computationally expensive, expecially if the cloud or clouds is positioned at a far distance away, and the amout of detail is reduced, so the amount of data can be reduced.

Whats up!

Posted: October 13, 2011 in Uncategorized

This is the first post on THE DIGITAL BOMB!!!!!  Im looking foward to flooding this site with my progress in 3D!

Sooo… my Apache animation midterm project for prof. Alleyene’s 3D class, is finally done and is rendering as i type. Just tried the new “Crafty” plugin that I discovered. The animation is very low level in terms of quality. The focus was more on the modeling instead of the actual animating of the asset.

The Apache was modeled in Modo, animated and rendered in Maya.

What I learned: I learned about more modeling tools and fall offs in Modo. I learned about extremely basic expressions  in Maya for the rotor rotations, and I explored camera attributes in Maya.

Challenges:  I need to work on my shaders, and find a good workflow when it comes to UV mapping, and importing into Maya. Its supposed to be a piece of cake, but iv’e yet to try it since i am pretty new to Maya. I need to also address my rendering. The lighting job is pretty bland, and needs more of a “real World” effect.

Hello world!

Posted: October 10, 2011 in Uncategorized

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