Monday, 18 June 2018

Personal Work : Morpheus walk cycle

A simple walk cycle, made using the Morpheus rig and the tutorials from the UCA site.

Personal Work : Lifting weight Mk.1

A first version of a being lifting and walking with a heavy weight.

This is part of an online tutorial about simulating lifting weights, the tutorial went as far as lifting the weight and I added the small walk cycle after this.

This is a first version, I may refine it later to make it look better, right now it looks quite jerky and not too convincing but for a first effort I quite like it.

This model is not mine, is it from the author of the tutorial. The tutorial can be found here:

Friday, 25 May 2018

Personal Work : AOV tutorial

The tutorial for AOV renders in Arnold, learned a load of new stuff and being able to create layers for different render types will be very useful for refining future projects and post post compositing.

Renders in Arnold look so much better, more realisitic than Mental Ray. Learning more about the software is also opening up more interesting prospects for renders and projects.

Thursday, 24 May 2018

Personal Work : Sub-Surface shader tutorial

Another UCA tutorial, this time on rendering skin textures in Arnold using Sub Surface scattering. Complicated but interesting it's good to get the hand of some more in-depth texturing methods to do with the skin.

I'm hoping for my next Exo Organ project I can use this method to render out some better looking flesh/skin textures.

Tuesday, 15 May 2018

Personal Work : Exo Organ (Updated)

An updated version of the Exo Organ capsule, this time with an updated transparent shader for the glass and a larger version of the organ.

The new shader is still an aiSurfaceShader and is still rendered in Arnold. I went back to the UCA tutorials on the use of surface shaders and tweaked the settings on this new one to get better effect. The emission preference on the shader also provided the nice glow effect I wanted.

Wednesday, 9 May 2018

Personal Work : After Effects glitch tutorial

Logo Glitch from Max Ashby on Vimeo.

A tutorial for a glitching style software effect. I used my own logo for this tutorial.

Link to the tutorial:

Monday, 30 April 2018

Personal Work : Exo-Organ

My latest personal project, an Exo-Organ in the flesh. Also known as M-Corp's Dermotropic Gland. I liked the concept and wanted to continue past just creating fancy containers and ended up making an actual organ design. Influences for this project included films like Elysium and games like the original 1993 Doom.

This project was done exclusively in Maya 2018 and Arnold, I had envisioned on putting in more Mia_Material glows from Maya 2016 but artefacting in the render put paid to that. This project also involved the use of displacement maps and Arnold's surface_shaders.

I encountered some difficulties on this project, the mesh was quite complex some geometry problems occured, these have since been fixed. Render problems also occured but a bit of tweaking and further learning on the use of Arnold helped that out.

The hexagonal pattern was created via displacement maps and UV'ing the meshes. Putting the UV seams for the meshes was tricky.

 The "logo" attached to the front part of the model was also a displacement map.

The mechanical/metal parts of the mesh kept the model from being entierely fleshy.

Beneath is some of the concept work and an orthograph of the project, including a few text ideas for the metal parts.