Wednesday, April 23, 2014

Robert Neville - Update

Creating Robert's Gun
In my concept I had my character holding a weapon and I wanted it to feature in the final piece but I felt it needed some change, something a little more outlandish, so Thumbnailed a few ideas, and I started looking at waterguns, just for the simple fact that they looked funny...

Reference Image

I planned to make a specular map for my character, but after a few test with specular map it realised it wasn't making changes I was happy I decided to leave it out
Character Diffuse

Character Normals

Gun Normals

Gun Diffuse
An Image and a few playblasts 

I wanted to do a few poses that'll show his character growth, from the clumsy fumbling Robert Neville to the Action hero type character he'll grow into

I'll also be doing my cycle animations in an environment like this, at the very least I'd have a walk cycle fitting to his character

Saturday, April 5, 2014

Robert Neville - Texturing Part 2

I went back fixed some bits of the normal map, baked an ambient occlusion, and I painted over it for my diffused map, my character isn't too detailed but he's not where I want him to be at the moment in terms of texture, I'll move on to rigging and skinning then come back to the texturing when it's done.

Intro to Particle Dynamics Part 2

6. Emit From Curve

7. Per Point Emission

8. Surface Emission

9. Curve Flow

10. Emit From Particles

Intro to Particle Dynamics Part 1

1. Sketching Particles

2. Particles Grids

3. Omni Emitters

4. Directional Emitters

5. Volume Emitters

Thursday, April 3, 2014

Robert Neville - Texturing Part 1

because my character's sole purpose is for games, I wanted to get past the texturing stage first, to make sure things look good before going any further. I baked normal maps on to the character, there are some errors on these but nothing unfixable, the big issues being the hands, collar and Lips area. I'll be going back to fix these areas but overall it came out ok, the wrinkles on the shirt and trousers transferred quite nicely 

Tuesday, April 1, 2014

Robert Neville - Modelling and Retopology Finished

excuse the ghostly look characters, I decided to leave the eyeballs and teeth to the last stage..

My character is being made for the purpose of gaming, realistically a previous gen game (Xbox360,PS3..e.t.c), so he had to be relatively low-poly, I decided to make a high res model of the character so I could bake on a few details from it to the final low-poly model..
I made a basic model of the character, and went on to mudbox to add a few details to it, from mudbox, I exported the model out as an .obj file and retopologized it using topogun 

...a closer look at each model

Once the eyes and teeth are in, and the character's UV'd I'd start rigging him.

Saturday, March 29, 2014

Adaptation Part B - Making Hair

I was working with planes placed around a base shape of his hair... 
...these are the texture Maps, this isn't final I wanted to test to how the hair would come out 

Colour Map                                       Specular Map

Friday, March 21, 2014

Adaptation Part B - Modelling Progress

This is my progress so far, I still need to fix his face, and add details on the Torso and Trouser, since my character isn't highly detailed and I'm modelling/texturing him in a similar style of the Walking Dead Tell Tale game, there wouldn't be alot of details sculpted on

this was the base mesh I finished
I moved on to Zbrush, but decided to stick with Mudbox, because I wouldn't need alot of detail in his face
...still working on a High res model

it this doesn't work out I could still use nHair, or model his hair using plains with a texture imported as png with a transparent background
I did play around with the idea of having his butt area complete spherical but I decided against it... 

Shoe (Topogun Test)
I used the shoe to quickly run through the pipeline briefly...but I did run into an issue when I went into xNormals, because I wasn't really paying much attention when I was drawing on the polygons, my mesh had an N-sided face, which meant I couldn't bake anything

I plan to have a high res model of my character with little details like wrinkles in his shirt and trouser, his eyes brows....then use Topogun to retopologize the mesh, UV it then bake; normal, ambient, and diffuse maps on to it before rigging the character