Neon material doesn't emit actual light, so after some testing, we added separate parts to control placement and direction of light emission. We did something similar for the tentacles, so they would glow on their tips only. Studio supports neon materials that self-illuminate, so early on we separated the eyes out so they could be their own material from the rest of the character. High points of contrast tend to attract attention, so having a few strong ones ensure the viewer knows what to focus on. We knew we wanted the Creature to be dark, and the focal points to be the eyes and its "grabby" tentacles. We did this to ensure that the quality of the model was good enough before proceeding to place and edit any one aspect of it. Once the Creature's model was stable and didn't require any more immediate import into Studio, we started putting together the SurfaceAppearance objects, lights, and visual effects. The following screenshots show the Creature in its natural state: If we modeled the Creature with its tentacles already curled, it would have led to stretching if we animated the tentacles to bend in the opposite direction. When we were rigging the Creature, we found it best to model the character in a neutral pose, because that pose is best suited to bending in multiple directions. Joints to create the convincing waves of its tentacles. Particle smoke, and a fluid motion that involved skinning a rig with enough Named the "Creature." We wanted it to glow, emit some light, have trails of The following sections go over how we used rigging, skinning, PBR (surfaceĪppearance), and VFX to build one of our more complicated characters that we We used the custom setting of the Avatar Importer to bring in more exotic custom characters, like the mysterious black hole creatures and the friendly, if unaware, service droids. You can import custom meshes to create everything from NPCs to an animated cloth of a sail boat.
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