My final project for Animation II at Emerson College, Fall 2011.

This was my first crack at character rigging, character animation, mental ray rendering, and a teensy-tiny bit of zbrush thrown in just for the sake of starting to learn the Maya-Zbrush workflow.

The iridescence effect on the monster was achieved by using a mental ray shader that allows physically inaccurate computations like bouncing back light values of greater intensity than those coming in. The photons hit the creature and bounce between its constituent parts, increasing in intensity with each successive collision. The men use a similar shading tree on the mia_material_x, which prohibits that sort of nonsense. Oh, and then a glow was added in AE. You know, for good measure.

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