Posts

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.

Week 5 Progress

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Week 5 Progress on Character 1:      For this week, I have the high poly for everything besides the hands done. The arms and legs were the focus for this week. making the plating for the character was not that hard, however, there was some geo that had to be reimported. for making the details I was mostly using engraving brushes. many of the smooth forms that are on the model were me just messing with alphas that were stamped on. One other thing that was changed was the eyes were whole spheres but a merged mesh. I edited the eye sockets, and I with those in the place where it does not look deformed.     Problems that I had during this was having some geometry be edited in Maya just so I can have the hard-edge detail in Zbrush. The Geo that needed to be replaced was the upper and lower arms of the model I needed the circular rings to be prominent and making that in Zbrush would be a pain. One other Geo that needed to be replaced...

Week 4 Progress

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  Week 4 Progress on Character 1:      For this week I did not get much done for the character as I initially hoped for. The one thing I did focus on is the facial features. Some of the feedback I was given was pretty helpful and some offered suggestions but that did conflict with my original intention. Making the face was a bit overwhelming because making a 3D face was a bit of a learning curve with the formation of the nose and the mouth.      I did come up with problems for the face while I was constructing it. The first problem was creating the nose for the character. When bringing the character from Maya and smoothing it here in Zbrush it did not come with a defined nose for me to work with. I had to create the shape out of what I had and move it in place, so it looks good on all sides.       Another  issue I had was with the mouth. I had trouble deciding if I wanted to go with the mouth I had made for the reference, ...

Week 3 Progress

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 Week 3 Progress on Character 1:     After having the base mesh in Maya, it is time to take it into Zbrush. I wished I had gotten  feedback on my base mesh before the transition from Maya to Zbrush, but I am under a time constraint with the schedule I made the first week. there was an issue with how to start this process into Zbrush.      When I brought the initial base model to Zbrush, as shown above, it still kept the hard edges, but it would not be a problem if I subdivide it. I WAS WRONG. When subdividing, even once, it would shrink the meshes exposing the parts of the model and looks separated. Understanding that the base mesh was too low in the poly count I needed to subdivide  it a bit before sending it to Zbrush. After dealing with that issue, it was off to sculpting in Zbrush.      In Zbrush, I needed to format the model so it can work with symmetry for certain pieces. Since the model is not intende...

Week 2 Progress

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 Week 2: Character 1          Starting this week, I have chosen this project to work on.  I did work on this a little during spring break, but I had not finished the base mesh for working it in ZBrush. The main thing that I had to work on was the hair, hand, and mirror everything for the base mesh to be complete. I think it is done, but now that I can have some suggestions from critiques, I can make it better and I can add more to it.      The hand was a complicated part of this model, especially since I have not made one  before. Thankfully in MAYA, there is a hand model in the content browser and I can use that as a reference to build a hand. Starting from a 1 by 4 cube primitive, I extruded up from the base and made the fingers separate extrusions from the previous extrusion. the thumb was weird to make because there is weird topology where the index finger and thumb connect, but using the reference I was...