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Michael Brook - BA (Hons) Computer Animation Arts, UCA Rochester

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    I wanted the shadows of the surrounding trees to fall realistically over the model so, after I finished setting up the lighting, I started placing cylinders that wouldn't be visible on-screen, but would cast a shadow over the Giant as he moved by.

    I looked closely at the shadows in the photo, and tried to replicate the lighting and the softness/hardness of the shadows.

    I feel that I achieved the desired effect, with the denser placement of shadows closer to the camera creating a more looming and menacing feel.
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    Before finishing the model in Mudbox, I thought it was best to check on the displacement maps as I go to be sure that everything is working as it should. For the most part things aren't looking too bad, but the horns aren't retaining the detail they should be. And the face and horns are being quite fiddly, so I might need to take the displacement maps into Photoshop to sort out some minor problems - mainly around the neck, bridge of the nose, and brow line.
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    Overall, I'm pretty happy with how this model turned out. I used the Maya > Mudbox > Maya pipeline, with the final result being rendered in Maya with a displacement map to give it texture. 
    The only trouble I had was getting the UV seams to marry up, but it was really easily fixed by changing the UV Smoothing to pin borders.
    I didn't like how noisy my previous wood tests were so I made my own stencil for Mudbox using some photos of bark for reference. I used four shades of grey to give different levels of depth to it. While applying the stencil in Mudbox, I used large broad strokes to get the right amount of depth, and then went over it all again with a smaller brush and lower strength for the smaller details.
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    To get the look I want for my character, Alan advised me to work with displacement maps using the Maya > Mudbox > Maya workflow. This was my first try using displacement maps and I ran into a few problems but managed to work everything out.

    Next, I'll start working on maps that better relate to my character and work my way up.

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    I tried making a wood log with the Maya > Mudbox > Maya workflow since my character is made almost entirely of wood. For a first attempt, it could've come out worse, but I'm really not happy with how cheap and stuck on it feels. 

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    I'm planning on using Mudbox while modelling my character to get a more organic feeling to him, which means I'll have to export my Maya model/s to Mudbox, and bring them back again which I don't really have any experience with.

    These coins are unrelated to my project, and pretty noisy, but I thought it'd be best to re-familiarise myself with Mudbox and learn the basics of the Maya > Mudbox > Maya pipeline before spending any major time modelling and instead work my way up.
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