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.




Bad B!t@#


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.

Dam Before Shatter

Dam After Shatter

Low Resolution Render 1: Dam Cracking

Low Resolution Render 2: Dam Cracking

Low Resolution Render 3: Dam Cracking

Low Resolution Render 4: Dam Cracking

Thursday, August 28, 2014

DustinDanielsMMA311_Week7


Week 7: This week I modeled the Hoover Dam. This week I will prepare the geometry for destruction and finally integrate it into the final scene.

Hoover Dam Finishes Model

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. 


32k Diffuse Map Before Color Correction and Shadow Removal
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
32k Difuse Map After Color Correction
32k Displacement Map

Erosion Build In World Machine

32k Erosion Bump Map

mia_material_x With Diffuse and Displacement

mia_material_x With Specular Map

mia_material_x With Standard Bump 

mia_material_x With Overall Bump

mia_material_x With Diffuse, Specular, and Bump Multi-Tile Texture

mia_material_x With Displacement Multi-Tile Texture


Thursday, August 14, 2014

DustinDanielsMMA311_Week3


Week 3: Import displacement map into World Machine to create erosion of the terrain for use as a bump map. Also, create a specular map using World Machine. Import final textures into Maya and finish terrain.


DustinDanielsMMA311_Week2

Week 2: Scout Hoover Dam location in Google Earth. Begin downloading elevation data and satellite photos from the USGS. Delete shadows from satellite data. Import images into Maya to begin creating displacement geometry. Set up physical sun and sky.