Back Alley Technology.

Back Alley Technology.

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Photos from Back Alley Technology.'s post 18/05/2020

Here’s another picture of our further education into Maya from the gnomon workshop. This one was about mastering the UV tool kit. We believe Unwrapping complex geometry manually definitely gives the best results. however this can be challenging at first, and is always a time consuming process. The teeth and inside of the mouth were a mission to complete and took about an hour alone to unwrap.

Photos from Back Alley Technology.'s post 06/05/2020

Here are a few pics of the results from a gnomon workshop tutorial we did.
This chapter was about the Quad draw tool in maya. This incredibly powerful tool allows us to create a new model with way fewer polygons and improved typology From this owl scan in a shot amount of time. We would normally use an automated retypo tool in Zbrush however the typology results are not ideal for animation of the model. Having a much lower polygon count aswell as clean typology is great for some of our AR/VR products in development, furthermore Some of these models will run well on mobile devices and in browser 3D games.
Once we are happy, we take both models into substance and bake the high polygon details into the maps of the low polygon model

Photos from Back Alley Technology.'s post 13/04/2020

Working on the “zbrush man” to get some quality first person animations. This is just an idle pose with an m16 mesh in hand. Here we’re only focusing on what the animation will look like in first person, ie the camera view with the gun. So we are not worried about his busted shoulder however, we might do some “pose space deformations” to take care of it.

Photos from Back Alley Technology.'s post 12/04/2020

We just finished up this custom rig to animate this character in maya. we focused this rig for first person animation only. So we can get some clean new reload animations for our game .

04/04/2020

Since we have been diving deep into creating gameplay/trailer videos for our game . We have been learning all about custom rigs in maya. this one is a reverse foot rig that allows the animator the ability to “roll the foot” by only using one attribute on the control handle via set-driven-keys, meaning by sliding one float value you are rotating 3 bone joints z rotation with custom min and max limits set on the attribute.

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104 4th Street Parkmore
Sandton
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