Deadline-oriented visionary with a background in animation and graphic design and a passion for production and content creation. A driven Multimedia Designer/Producer known for developing exceptional work that is consistent with company branding and best practices. If you are interested send me an email at zacharyhaworth@gmail.com. I will respond as fast as i can. Thanks, and Enjoy!
Thursday, August 27, 2015
Water VFX Project (Fullsail)
Explosion VFX Project (Fullsail)
Fire VFX Project (Fullsail)
For this
project I wanted to replicate the fire from a grill from which lighter fluid
was put on the fire. The first thing I did was to model the grill and coals for
the fire to emit from. Once it was all done, I made my coals emitters for the
fluid/fire. After adjusting my scale and resolution of the 3d container, I used
the fire that I was making in lecture as a base point for what my fire should
be. I then tried to make where I had no boundaries for my container, but it
never seemed to work. I then applied collisions to me grill in order to stop
the fire from penetrating the geometry. Once I got the fire to stop going
through my grill. I began to make fixes to my fire. I added a tiny bit of
turbulence, reduced my density, added buoyancy, and got more swirl. I did one
more thing and that was adjusting the dissipation. For dissipation, I couldn’t
use a constant value because I wanted my fire to erupt and eventually simmer
down. So in order for this to work I keyed my dissipation in order to get this
effect. I also keyed the pressure for the temperature in order to get a bigger
explosion at the beginning of the movie. Once all that was complete. I went to
the color section in order to give my fire a more realistic feel to it. Since
my reference was a clean fire, meant that there was going to be little smoke.
For the color I adjusted it to so that the fire would appear mostly yellow with
orange and read around the edges, until the fire began to calm down and evenly
spread out the colors. I was pretty much done with my fire except for the
lights, and a small error with the way my fire came out of the grill. The error
was that my fire was coming out vertically from my grill so it looked like
there were gaps in my fire for certain angles. I tried putting multiple fields
on it, like drag, air, turbulence, and a vortex field, but nothing seemed to
want to interact with each other. For my light I made a point light for the
fire and a directional light just to light the scene. The point light was put
on a quadratic Decay rate, an orange tint, and was given the expression:
(if (time > .6) pointLightShape1.intensity
= rand(300,700);)
(if
(time < .6) pointLightShape1.intensity = rand(209,400);)
This
was necessary because I needed to light the fire and make it look like it was
flickering on and off. Lastly I animated the camera in order to show off the
grill fire, and cached out the fluid in order to render it faster.
I
think it turned out a lot better than I thought it would turn out. And for my
first fire it look pretty good. I wanted to take it in to Houdini but I’m not
that familiar with Houndini and I ran out of time in order to render it out.
Viscosity Project (Fullsail)
Disintegration Project (Fullsail)
Friday, July 31, 2015
Rigid Body Project (Fullsail)
This was a Rigid Body research project for my STE (Software Technology) class at Full Sail University. Going into this project I knew the basics on how rigid bodies worked from my visual effects class earlier this year. But I would be using different software that I wasn't using before called Houdini. One problem I had was getting the ball to make contact with the funnel. When I gave the ball an active rigid body and the funnel a passive rigid body, I figured it would work. But the ball kept on hitting an invisible floor right above the funnel. In order to fix this, I made the funnel a terrain rigid body and it ended up working fine. I had plans to texture the Houdini version, but due to time constraints, I wasn't able to get it done. Overall I am really pleased on how it turned out.
Thursday, July 30, 2015
Character Animation 2 Project (Fullsail)
This is an animation project I did for the CAN2 (Character Animation 2). I found this project to be pretty easy, but I did have trouble with the trip, and keeping its foot from penetrating the plane on the ground. In the end I think it turned out pretty well. I thought that It turned out pretty well. If I had more time, I would have offset the antennas and arms a little more so they are not so parallel.
Sunday, May 3, 2015
Strong Pose Project (Fullsail)
This was my strong pose project for my CAM1 class at Fullsail. In this video I was trying to create strong poses that showed off emotion through silhouette. The poses, in the order shown, were showing relaxed, fear, anger, happy, sad, disgust, and balanced. They all turned out really well except for the happy pose. That was the hardest, in my opinion, to create. I was given the character and all I did was pose it.
Character Animation 1 Project (Fullsail)
This is my final project for my CAM1 class. I started off making storyboard for the animation so I knew what I was going for. Once I got a plan, I began to block out all of the contact poses and any additional key frames for the animation. After that was complete, I put in the passing poses followed by the up and down poses of the walk. Lastly, I made the foot roll keys and tweaked the keys in the graph editor. I turned out pretty good for my first animation that tells a story.
Saturday, May 2, 2015
Soft Body Project (Fullsail)
In this project I was working with soft bodies in maya. I like how the jello interacts with each other. I went with the rounded geometry instead of the sharper geometry because it looked more realistic. The one thing I wished i fixed was the fall the blue jello cube. It didn't seem to work the way I wanted it to.
Waterfall VFX Project (Fullsail)
This was for my project on particles. I wanted to create a waterfall that showed of my use particles. I created all of the assets except for the textures. I used 4 emitters to create the waterfall scene (2 blobby surfaces, 1 cloud, and 1 multi-streaks). I like the way the smoke particles looked like they were evaporating off of the water, and just how the particles look like the element they are trying to portray.
P.S. This was the first render and had some problems with rendering. I am currently working on an updated render and should be up soon.
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I was going through my old files and saw this template for a stream for Pokemon Moon I created for myself but never used.