Wednesday, August 7, 2013

Foot Asset

This is a foot asset I created.


Here is a screen capture:
https://vimeo.com/71931195

Password: Houdini

Cheers!
Pramod

Box Model Asset

This is an asset I created to make boxy parts. It can be used to create any part of the body(like torso, pelvis, limbs,etc)


Here is a screen capture:

 https://vimeo.com/71931138

Password: Houdini

Cheers!

Pramod

Thursday, August 1, 2013

User friendly

Hi guys,

Today I've been trying to make the parameters more user friendly. Pari told me it would be great if we could pin our current tab with the result that the user doesn't get lost in the nodes within the Mech Warrior Asset (especially when a user tries to animate). The result is a floating window which is created when the Mech Warrior is created and stays pinned (screenshot):


Also I've been trying to fix the rotation issues (I want the rotation handles of a bodypart which is changed by a bodypart below adapt to the new rotation values given by the bodypart below it), unfortunately that doesn't work yet. If you guys have any ideas how to fix this issue, please let me know!

I would like you guys to test out the skeleton and report me when it brakes so I can fix that.

Thanks and cheers!

Jelmer


Thursday, July 18, 2013

GREEBLE UPDATES NEW



Added paint controls to the poly based greeble : Artists can paint fans,extrusions and tiles

https://vimeo.com/71385102



Added a new type of greeble which adds much more detail to a simple geometry. It works on a per primitive basis.

Please let me know if you think this approach is good so I can go ahead and build a library of shapes for it.














Wednesday, July 10, 2013

LIMB WIRES


Hey all. Made a new limb asset today. I want to add more detail to the wires, right now they just have random extrusions. Any ideas welcome.

Filename : LIMB_WIRES_V01

Video:

https://vimeo.com/70080415

Password: houdini




And I came across this awesome post with loads of transformers concept art. Thought it would be cool to share

http://www.hongkiat.com/blog/transformers-the-movie-artworks/

Tuesday, July 9, 2013

Misc_RandomInternals_V01

I created this asset to generate random internal parts.

https://vimeo.com/70007176
Password: Houdini



For the internals of the different body parts this asset can be used to create random geometries. The asset takes shape of the bouding box and it can be scaled down within the bounding box to make it fit into other assets. Right now there are 8 different small parts that are randomly placed, more parts can be added to it to create more variations.




I used this asset to create the internals of the Skeleton Limb asset I created previously.








Cheers!
Pramod

Pelvis Type1 V01

This is a pelvis I modelled. For the part where the legs will be connected I gave a option of 2 or 4 legs. Right now for the connectors I have discs as place holders.







 It works well with various shapes of the bounding box.

 

Cheers!
Pramod

Monday, July 8, 2013

New limbs/joints





Some of the new stuff Ive been working on. A Drill Asset with a claw(WIP), a ball joint/weapon , and a basic torso system.










- Pari


Updates:

Added more detail to the drill asset. Also added animation controls for the drill and the claw.


https://vimeo.com/70007449

Wednesday, July 3, 2013

Gatling Gun Limb [Updated]:

Hi All,

Here is a update on the gatling gun limb.

https://vimeo.com/69662680
Password: Houdini

Everything works well with the change in bounding box shape. But the rotation of the parts work only when the X and Y length of the bounding box widths are equal. 





Cheers!
Pramod

Monday, July 1, 2013

Gatling Gun Limb:

Gatling Gun Limb: 

Started work on another limb asset today. Here are some screen shots of it.



Variation in Bounding Box Size:










Will upload screen capture video once completed.


Cheers!
Pramod

Head V001

Hi guys!

Today I created an procedural head for our Mech Warrior. Currently I'm adding more parameters to change the shape of the head, this is what I have so far:








In the last picture I made some changes to the shape, everything is still based on the bounding box so it will give the user many options to make the head he/she wants.

If you guys have any additional ideas or if you have comments, please let me know!

Cheers!

Jelmer

Sunday, June 30, 2013

GREEBLE ASSET


Hello! I worked on the greeble asset today. The idea of converting the greeble into vdb and back to polygons doesnt seem to work very well for complex shapes, it needs a very high resolution voulme for correct representation and so it gets slow to update. The greeble is quite heavy but if we cache it out after the animation I think it should be fine. This is still a work in progress. Would love to get some feedback and improve it.

Right now I have two ways of greebling. One is where you scatter points on the volume representation of your geometry and copy shapes on it. I have given seperate controls for every shape so the user can pick and choose whatever shapes he/she wants. The second way is using edge extrusions. This technique requires a good resolution to create interesting patterns.

 https://vimeo.com/69448321

Password : houdini

Thanks,

Pari 

UPDATES:

Added a new type of greeble which adds much more detail to a simple geometry. It works on a per primitive basis.

Please let me know if you think this approach is good so I can go ahead and build a library of shapes for it.




LimbAsset v01

LimbAsset v01:

Worked on a Limb Asset today.

Password: Houdini
https://vimeo.com/69445210



 Idea of the design was to create a limb with a inner bone structure covered by a outer shell.

Bone Structure:



The bone structure can be made into a sparate asset and reused to create other parts with similar design (eg: Torso).  The number of bones depend on the length of the bounding box.

Will be working more on this limb, want to add more detail to it. Any ideas for more details?

Cheers!
Pramod


Friday, June 28, 2013

Tank Tread Asset


Hello everyone. Sorry for the delay in posting updates! I am currently working on the tank tread asset. Its at a very basic stage right now, I am using boxes and tubes as placeholders for more complex shapes. My idea is to first get the asset functioning properly then add more detail. I will work on the rig today. Keep you guys posted!



https://vimeo.com/69328979

Password : houdini



UPDATES:

I worked on the animation today. Got the treads working, they move according to the terrain. Still working on the wheels and detailed models.


https://vimeo.com/69355936


Best,

Pari



07/01/2013 :

Fixed the jitter in animation and added more details to the model.





Thursday, June 27, 2013

Hydraulic Piston V01

Hi All,

Here is the Hydraulic Piston asset I made today.

https://vimeo.com/69289408

Passsword: Houdini

-Pramod

Skeleton V003 Thursday

Hi everybody!

Attached another Vimeo link with a new update of the skeleton I'm building:

https://vimeo.com/69279324

Password: Houdini

What changed?

1.    I added a global asset called Mech Warrior which will be placed on object level.  Inside the Mech Warrior asset are the building stones for our warrior. On object level the user now is able to orient and transform the global position of all the pieces at the same time.

2.    When the user adds another bodypart the node of the new part gets an random color. If the user now adds new linear or miscellaneous parts to the bodypart the node of these assets are getting the same color as the bodypart which controls them. I hope this helps the user organize his/her scene better.

3.    During our last meeting we talked about the speed of which the linear and miscellaneous parts were moving, I solved the problem so the user is now able to animate with all the linear and miscellaneous assets in place.

4.    Also the user is now able to rotate the different bodyparts independently.

If you guys have any ideas or comments please let me know!

Cheers!

Jelmer

Wednesday, June 26, 2013

Hi All,

Here are screen captures of some of the assets I am making.

Password: Houdini

Linear Asset1:


In this asset the number of segments increase as the length of the bounding box increase. 
Planning to create more assets similar to this, where the asset grows and adds more parts to itself as the bounding box expands, instead of the asset just scaling.

Cage Arm Asset:


This was developed from the previous asset, more layers were added around it to make it like a mechanical arm. Still needs more complexity and refinements.

Eye Asset:

 
This asset was done using nurbs. The shutter part is a seperate asset which is attached to this asset.

Tuesday, June 25, 2013

Painting Wires on Mesh

I came up with a few different ideas to approach this effect. There are pros and cons in all of them. We will have to decide which one works best for our project.

Sort by Hit Position:

This is the most straight-forward approach. The user paints on the mesh and the color is transfered to scattered points( does not require high resolution mesh). The points are then snapped by averaging their positions which reduces the total number of points and gives points which are roughly the same as the painted shape. The points are then sorted by the hit position parameter on the paint SOP. This roughly sorts the points in the same direction as the stroke. The curve is drawn using an add SOP and is rayed on the mesh to give the final result.

PROS:

Works with low poly models.
Fast.

CONS:

Works only for straight and slightly curved lines, not so good for complicated shapes.









Raying Curves in UV space:

This technique uses UV space instead of world space, which makes it easier for the Ray SOP incase of complex geometry. The object is unwrapped in the viewport ( by feeding $MAPU and $MAPV in the point SOPs position). The user can then draw actual curves on the unwrapped geometry from the front viewport.

PROS:

Works very well with Polys and Nurbs and does not require high tesselation.

CONS:

Requires good UV's
Not very interactive as curves are drawn in UV space.


 



Nearest Point Search(by Jelmer):

Jelmer came up with this idea of connecting points based on a nearest neighbour search. This idea works better with complicated patterns.

PROS:

Works with more complex painted shapes.

CONS:

It is slow compared to other approaches.
Requires a very high resolution geometry to work.







Record CHOP approach:

This approach records the stroke information and outputs a almost perfect curve representation. However it is not at all straight-forward.

PROS:

Curves are perfectly aligned with the paint strokes. Works great with all kind of shapes.
Fast, requires moderate tesselation.

CONS:

It is not a completely automated system. The record CHOP works frame by frame so inorder to record a stroke, the user has to paint a stroke and go one frame forward by pressing the forward arrow key. There are also a couple other parameters that the user will have to set everytime he paints.
I am still working with this system, trying to make it more automated.