This composition was created to attempt to figure out how the human skeleton fits inside a body from a different perspective. How I made the skeleton is that I took a model skeleton and manipulated it to match a similar pose that I was reproducing. Also this composition was not only about how a skeleton looks and behaves within a body, but I tried to attempt to use linear perspective to help pop out the skeleton and body. This applies to DGMA on how the skeleton can dictate how the human body moves, with restrictions depending on how it is moved. This can be used in video games for example, similar to x-ray moves in Mortal Kombat, it can display how bones the bones break.
Forero, Christian. “Arte Prehistórico.” Pinterest. N.p., 27 Feb. 2016. Web. 05 Apr. 2017.
This is the first time a rendering software like Arnold was implemented into Maya and from past experiences, Arnold is interesting. In the beginning Arnold to me seemed confusing and complex, and it still is, but it comes easy after knowing a basic understanding of it. The first thing that needs to understood in Arnold is that lighting is needed to see the rendered image, unlike normal Maya. In the normal Maya rendering software it produces a basic lighting throughout the project. This video is what I used to give me a basic understanding of how the lighting in Arnold works and how to use it effectively.
My hero is a man named Monty Oum, he was an animator for a small gaming/entertainment company known as RoosterTeeth. The company was designed by a couple of friends who love to play with friends in video games. The company started up small with a hand full of friends. Continue reading “Who is Our Hero?”