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Believe or not, googs in Ninjago are really hard to make because the current workflow is to expose all the goog elements to maya and let animation has full control, some googs are even harder than character setups. The idea is we seperate all animatable piece as their own grid then offset each one with a very tight distance, so each grid will not crush each other and still looks flat. some complex googs maybe over 20 different grids, each one at least has it's own visibility and transform control, there are also more advanced setup for the story need. These googs below that I more or less revised the setup or break/ merge the layers.

 

Large amount of googs on Ninja Cave main console, 7 generics plus one hero goog, generics are looping sequence, the tricky part for that was they grab from many different place, some are in the wrong ratio some of them has wrong color, I spend a bit of time working with director to adjust them feel like in the same world.
When any hero goog need a "map" control to zoom in and out, we need to use projection 3D node on that texture, also the map texture need hi-res enough to zoom in.

 

The special setup for this one was Nya's body, the red core need grow bigger. I need to make a "sandwich" geo, outline on the top, core in the middle then background color at the bottom.
All goog elements we see here are animatable!

 

Maps!!

This one is a tricky one for sure, sami transperency hud and a map, because the story need to show the GPS move really fast that they almost lost the track, I need to reander a "tileable" top-down city as a 3D projection texture.

Special setup: Mug shots, Added couple ramdom characters renders in a roll texture put some expressions to control, also their name below will need to match the face

 
 
 

 

 

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