Hand round two.
I decided to remodel my hand to a less square, blocky type to a more natural glove feel.
Here's the results
I decided to remodel my hand to a less square, blocky type to a more natural glove feel.
Here's the results
Here's a tester render, using the playblast, of my 241 animation. It goes over my animating forms and texture changes. The lighting is not finished yet.
I have been thinking about putting a texture onto both background panels. The main problem being, how to get the bottom panel to be as high def as needed for the close up shots of the imbedded shards. One solution is to jsut make a smaller panel where the shards are and texture that in high def and just roughly texture the rest of the panel, to show its textured, without getting a 200MB image.
Another thing I need to think about is how the panel will fit my animation. Obviously a flat color would be boring and wouldn't make any sense. I am thinking about a compost, mud, garden type texture which would show the ground influencing the metallic shards to turn into moss.
I have now got the rust shards transforming into moss.
Using a noise texture I have gotten an effect where the moss appears in areas which get larger, as if they were growing. Rather than the materials slowly blending together.
However I am a bit stuck on what to make the surrounding areas, espically the 'floor' where the main shards will collide into. I would like to use a muddy or natural ground texture as this coincides with the transformation from man made to natural. Although I think that the color pallete might clash.