Thursday, January 20, 2011

Updated Character Rigging Reel

My Current Character Rigging Reel. I can be contacted at timforbsdigital@gmail.com. Or phone (778) 822 2269

Monday, January 10, 2011

Ogre Rig Development

Here is some work in progress videos of a current rig that I am building. These videos show a blend shape and cluster based face rig and the shoulder setup which is entirely joint driven. No corrective shapes or muscles are in the setup yet.

Work In Progress character rig. In this clip I am testing out the motion through the shoulders. I still need to add some good twisting so that the forearm can get into more poses. This is all just smooth binding and different joint skinning techniques, no corrective blend shapes have been added yet.

Sunday, January 9, 2011

One photo a day series

So I have decided to embark on a mission to take and document one photo a day for each day in 2011. If you would like to follow the series will be held at my flickr page

I am going to find it an interesting project that is going to push my creativity with my camera. I am going to have to explore and push myself a lot to find new subjects and diverse interesting compositions.
Hope you like,
Tim.

Tuesday, December 28, 2010

Shannon Falls, Squamish BC

Over christmas I spent a few days in Squamish seeing the sights and skiing whistler. I visited Shannon Falls, it was fairly spectacular.
Shannon Falls

Friday, December 24, 2010

False Creek @ Sunset

False Creek @ Sunset Beach

Taken with my Nikkon D80, polarized filter, Sigma 10-20mm f5.6, ISO 100, 3 sec shutter, f 22, manfrotto tripod and standard nikkon remote shutter release.

Wednesday, December 22, 2010

Quadruped Character Update

So I've started putting together the wings. It's going to be fun making these work properly, but the aim is to have the wings rigged up so they can completely fold down onto the creatures back and have the feathers slide correctly into place.

baseMesh002

Thursday, December 16, 2010

To Keep Myself Busy - Quadruped Character

While I'm job hunting in Vancouver I'm going to build a few character rigs to test out some different concepts and to keep my skills sharp. Therefore I'm also going to have to model the characters too - but this is kinda cool as I'm getting a good chance to really think about edge loop flow and how this will effect the way the mesh deforms.

I have been paying close attention to two particular areas that have commonly caused issues on characters that I have previously rigged. These areas are the "pit" areas under the front legs and the rear legs. Previously I have had mesh cause really bad tearing through these areas and it has required a lot of corrective blend shapes to get certain poses looking nice. So I'm just working out the correct edge flow to resolve this issue before the rigging stage so hopefully the default deformation will be way nicer.

Follow the whole modeling and rigging process here.

Heres a WIP image after a few hours of modeling.

baseMesh001