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Contest Entry
Description

This model began as a cube, and through numerous extrudes and tweaks, it became the creature as you see it now. I focused on efficiency throughout the modeling process so that the model would have no unnecessary polygons. I mapped the UVs and created a texture map and a bump map for the character. The maps have very few seams and where there are seams, they are pretty well hidden. Before rigging this character, I spent a considerable amount of time experimenting with different techniques until I created the goal oriented rig that I used for the animation. I avoided the powerful FBIK rig, so that I might learn more from this project. I created several blend shapes for the spikes and facial expressions. The glow emanating from the creature’s chest was created using a fire effect, and was not difficult to configure. There are several lights in the scene each with a specific set of targets. Using C++ I wrote a plugin capable of mirroring any blend shape. This turned out to be a great investment of my time, as I needed to create numerous blend shapes that were identical across the YZ plane. I also used MEL to write a script that could translate a large number of images of the Maya IFF file type to another type. The script proved very useful when I went to compile the final animation. Many thanks to my brother Scott for the sound effects and voice of Gorillog!














