DustinDanielsMMA311
Wednesday, September 24, 2014
DustinDanielsMMA311_Week11
So... For the past two weeks I have been rendering the final product and currently only have 45 out 100 frames rendered. The last frame rendered took over 15 hours to complete. I have decided that to be successful with completing this project I will have to make a break down for the remaining frames that are not complete.
Tuesday, September 9, 2014
DustinDanielsMMA311_Week9 Update
I have finally put BiFrost into the scene. Here are a few playblasts and low res render. I am currently tweeking the color of the water and it's final look.
Friday, September 5, 2014
DustinDanielsMMA311_Week9
Here are a few playblasts of the dam falling apart. I have not put BiFrost in the scene yet so it looks really boring. Also, I am currently working on the timing of the timing of the destruction. I need to find a happy medium so that it feels as if a massive structure is being destroyed and yet show the force of the water and its destructive power. I used bullet physics to destroy the dam.
Thursday, September 4, 2014
DustinDanielsMMA311_Week8
Week 8:
This week I added water into the scene using texture deformers on a high detail geometry. Also, I shattered the dam into 500 pieces and have started to animate the dam breaking. Next week I plan on having the dam textured and BiFrost ready for render.
This week I added water into the scene using texture deformers on a high detail geometry. Also, I shattered the dam into 500 pieces and have started to animate the dam breaking. Next week I plan on having the dam textured and BiFrost ready for render.
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| Dam Before Shatter |
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| Dam After Shatter |
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| Low Resolution Render 1: Dam Cracking |
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| Low Resolution Render 2: Dam Cracking |
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| Low Resolution Render 3: Dam Cracking |
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| Low Resolution Render 4: Dam Cracking |
Thursday, August 28, 2014
DustinDanielsMMA311_Week7
Wednesday, August 20, 2014
DustinDanielsMMA311_Week6
Week 6: Okay, this week I was supposed to begin begin modeling a jet airplane or an apache helicopter
to integrate into my final scene. However, because my scene file was corrupted I had to start from the beginning. I began this week from scratch and ended with where I should have been last week. I spent the majority of my week multi-tile texturing my terrain geometry so that I can use high resolution diffuse, bump, and displacement maps.
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| 32k Diffuse Map Before Color Correction and Shadow Removal |
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| 32k Diffuse Map After Removing Shadows Also Being Used As A Secondary Bump Map Converted to Gray Scale Using Ramp In Maya And Specular Map Converted to Gray Scale Using Ramp In Maya |
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| 32k Difuse Map After Color Correction |
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| 32k Displacement Map |
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| Erosion Build In World Machine |
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| 32k Erosion Bump Map |
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| mia_material_x With Diffuse and Displacement |
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| mia_material_x With Specular Map |
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| mia_material_x With Standard Bump |
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| mia_material_x With Overall Bump |
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| mia_material_x With Diffuse, Specular, and Bump Multi-Tile Texture |
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| mia_material_x With Displacement Multi-Tile Texture |
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