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Showing posts from March, 2023

Week 8 Progress

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 Week 8 Progress:     What I have gotten done for this week is having Character 1 finished with the inclusion of the eyelids. After that, it was mostly refining the texture of the character and coming up with different variations for the character.       After coming up with a texture file system for every part of the character, so now swapping colors is easy to do. there are a lot of emissive for the character and give it a very cyber look. I do want the look of this to have the recently built look so I did not add that much grime or dirt on her since she is a new creation. At least at this point, I want a finalized character look then to start rigging.      A t the moment want some opinions on how the color looks on the character and if certain materials could be changed or improved upon 

Week 7 Progress

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 Week 7 Progress on Character 1:     For this week and part of spring break, I have gotten the character model finalized and textured. The retop is done even though the retop is more on the high side for polygons around  26,000 quads. There were some issues that has come up after the last review in class.       When doing the retop some meshes had only one-sided mesh and it can be seen thru and that had to be fixed. One other thing is that the hair that was brought from Zbrush had some deformities compared to the original that I brought from Maya. I decided to use the low poly that had in Maya since I did not do much with the hair. Another issue with the hair is that the Zbrush Model had the hair merged with the head and that made retopping the hair very difficult. I went to Zbrush and removed the hair from the head as a different sub-tool and brought it to Maya.      UVing was not that much of a hassle but when it came to...

Week 6 Progress

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Week 6 Progress on Character 1:      For this week, I wished I have gotten more done, but I have gotten some somethings done. The hands are done after being putting detail. The one thing that I have not gotten done or was not able to do is create the mouth cavity for the high poly  model. Due to other time constraints and other things, I decided to just start on the retop for the model. I had no time to have a current focus on how to make it and attach the mouth cavity.  For retopping, this is much different than an average body since most of the body parts are separated and not meshed into one piece. Luckily most of the parts seem to fit perfectly with a subdivision added. I would like some advice on how to create the cavity in Zbrush and how my retopology can improve.