This section of the course focused on setting up lighting and materials for product-based renders. Once I established the lighting, I developed procedural materials using Redshift's nodal-based shader graph.
The goal of this exercise was to animate these characters in a dance contest. After rigging and animating these little guys, I set up the cameras and stage to resemble a 90's Hype Williams style music video.
This exercise focused on learning how to set up soft body dynamic simulations. The goal was to create an identity-based animation featuring a logo and soft body dynamics. I chose to go with an abstract, moody art direction inspired by the Adobe Max branding style, which could be used for promotions, tradeshow graphics, marketing, and more.
The objective of this exercise was to develop vertex maps and integrate them into field-based animations. I created a vertex map that left a trail behind the ball, which influenced a field-based animation that revealed terrazzo materials following the ball's path.