Wednesday 25 February 2009



FINISHED!, well the Main steam engine anyway, the coaches and coal cart are up next.

The above is again comped, link below for pure RGB

Tuesday 24 February 2009




Quick generic lighting bandit render. fully textured.

Monday 16 February 2009



just finished the feet and trousers.

Sunday 15 February 2009



HAppy with the beard. Pretty similar to how we imagined the beard id gues, cartoony. A bit like the clone wars beards just with less "RUGGED LIGHTSABER ACTION"

Friday 13 February 2009



OK so im trying to get this beard looking good. it seems using a crappy shader isnt going to do the job, well it might. but i still need options and not to exclude anything.

Well we used to be noobs at maya fur, but after extensive reading. Its actualy icredibly easy and intuitive now, im experiencing little to no slowdown and some of the results are great, cartoony but not completely flat. Its a hard task trying to keep appeal while doing beards, but its only an experiment.

In this shot the beard was even rendered simultaniously! no need to even render twice, although i will lol.

Ahh i remember the days when fur didnt even work in mental ray. now i wanna make a squirell!



Sams magical skin shader is based upon light direction, different light = a different shade. Alllmost like faking SS, but not lol. followed a nice tut on how to do it succesfully, its not hard.. its just not something you think of doing usualy.

its all still under construction. so no comment about his fudged beard.


erm can i get a new hat lol. this hat is a little erm, broken! just send me the original unproxied hat and il do it, or if sum1 can send me a better hat that would be epic.






FOund ANOTHER error, i need a fresh model for His top half too it seems. Its so wierd he is all doubled up like hes been duped and then merged offcentre, actualy i have no idea how this could happen, but somewhere hes got mauled. Ill be seing you guys tommorow so well sort it then.

Tuesday 10 February 2009







The first stage in building the mine entrance, now it needs the inclusion of props and etc. I will also increase the amount of rocks, adjusting and etc. the mine forms part of a cliffside, which will be half painted and half this model. tracks are there just as a placeholder fo rthe timebeing.

.................................................................................................................

Further Work: Texturing.




ok so here we have the sheriff in RGB AO and combined. Hes a little dark at the moment as i sort out lighting. and his teeth are actualy textured just not in this render as ive just realised. I need some opinions on the string around his neck (no idea what it should look like *_*), not sure what the string is techinically called >_<. other than that hes done, finito. the skin shader has been tested and works wonderfully in all light conditions. he looks so soft you could squuuueze him. but i wouldnt, becuase hes all covered in beard, and thats not my thing.

Monday 9 February 2009



Ive now started on the props. so be prepared to see one of these each day.

1. Cart filled with hay, + 2 cactus plants

Tuesday 3 February 2009





SO after harvey made the changes to the sheriff model i textured the guy, all but his head and hands as ill need it from matt before i pick a skin shader. UV mapping him was a real pain so i used a pretty unorthadox method, hence the maps look pretty unusual...I will be doing a full render test once i get the head from matt. comping in the same way it will be comped during actual production, 3 layers. bG-Ao-RGB