Creating my showreel

After researching and finally deciding what to actually put into my showreel, I got to work. As time went on it changed as I was creating more work that could be put into it, so there are multiple versions of my showreel:

Version 1:

Version 2, this time I added in some more dynamics work:

Version 3, I’ve added a Bifrost simulation and corrected the run cycle:

the latest version, another Bifrost simulation was added and the order changed:

I also had adjusted the Bus stop animation, trying to improve the movement of his leg while he’s sitting, the wireframe images were also changed: I managed to render out the lower poly wireframe. When smoothing my model (after hitting 3) I also pressed fn and the down arrow.



My textures

Before jumping into creating my textures I decided to do a little bit of research…

Digital Tutors had a great little explanation of how to fake high levels of detail without the extra geometry…

I think normal maps, tiling textures and decals will be the most helpful to our work, below are some notes of what the website covered along with the link…

IMG_0278 IMG_0276

The CG society also had their top ten tips to texturing…

I’ve also found some good examples of texturing on objects that we will be texturing throughout our own sets:

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Some of the websites I took my textures from, making sure to download the highest resolution possible to reduce the chances of stretching…


Before starting any baking, I decided to have a go at some texturing, just with a couple of rocks and a bit of lighting…

10993431_10206288000943087_422217695172909092_n 11001858_10206286776312472_3589790332113789329_n 10898038_10206286779752558_4125333347414047872_n 11025190_10206286779712557_3493977422743146407_n

I also have applied bump maps following the tutorial below…

I saved my UV’s as a UV snapshot meaning i could then bring it into photoshop where I would apply my texture, remembering to hide the UV layer when saving so that it would appear as part of the texture…


For repetitive objects such as rocks and icicles I have used two textures, making sure that they are well dispersed across the scene so it is not noticed that the textures are the same. On larger surfaces I have tiled the same texture across it’s body but used a snow layer as a decal to break up the pattern along with the use of various brushes to interrupt the pattern.

Once the textures were complete in photoshop before saving we also had to multiply the AO maps on top of the corresponding section. Below are my textures…

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When loading the textures into maya we made sure to make the necessary changes to make sure that we were still working within a linear workflow. Before baking we also created normal maps to apply to the models to increase the detail, this was done using crazy bump, where we loaded in our AO_colour (texture files) and selected the shape to the left…

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I found that an intensity of 6 and a sharpness of 6 gave a good result.

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A lighting set up had been created by Aidan and then shared around the group, once imported all that was left to do was bake the light and texture, this was done the same way as the Occlusion the only setting that needed changed was what was being baked: light and colour! After baking, the lighting was deleted and gamma correction was enabled (render tab beside cameras, option box for viewport 2.0) Also in render settings> common tab> enable colour management, srgb was selected in the bottom option and linear srgb selected in the top. One final thing to check was that no incandescence was connected to the scene.

A couple of Renders of the set:

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Link to the turntable:

Link to group playblast:

I’m relatively happy with how the textures turned out but I am definitely going to improve them for next week, it was pointed out that the arch should be something other than snow… possibly ice? something that suggests there is a background story to the landscape. Overall there is room for everything to be improved and I feel I could do a much better job.