Exploring speicalist pathway 2
6th February 2013
The helmet is unwrapped all i need to do is texture it, still no luck with the displacement map, so I might forget about it and use the base texture.
This texture looked good in Mudbox with the other layers but i'm not too sure how it will look in Maya, hopefully not too bad. I am running out of time, I still need to do my evaluation and im not sure if i'm going to have time to rig my character.
Thursday, 7 February 2013
Exploring Specialist Pathway 2
31st January 2013
I have fully textured the shield and weapon for my character, the shield looks good but the sword looks like its straight out of a PS1 game which Neil quickly pointed out. The unwrap for the shield looks good but the sword could be better.
Im starting to add all the files together as they are being textured, i also need to texture the helmet and i'm running out of time, it'll be the next model i'll do and i still need to get the displacement map to work. I do have a basic texture but its a backup.
Exploring Specialist Pathway 2
30th January 2013
I have extracted the displacement map at home, it wasn't as simple as I thought, I have gone through the process 5-6 times and it does not work. Extracting the texture maps was not the hard part, getting to work in Maya is unbelievably annoying.
The displacement map looks like its worked, the normal map is no where to be found and applying it in Maya make the character look really bad, all the muscles look like they have inflated. For now I have gone back to unwrapping the other assets for the character.
Exploring Specialist Pathway 2
21st Janurary 2013
At home I have taken my model into Mudbox and sculpted in details following a tutorial in a book i got from the library - Digital Sculpting with Mudbox. It has a very good section on sculpting a character and has pages of information on anatomy which will be useful for sketches.
I have sculpted, textured and bump mapped the Mudbox model, I am really happy with the end result of the model. I have read into getting the detail into Maya and I need to extract a displacement map, it looks pretty simple, and there is a tutorial on how to do it in this book, but from past experience nothing is as simple as it seems in 3D.
Flor, Mongeon, M D L F, B, 2010. Digital Sculpting with Mudbox. 1st ed. United States of America: Focal Press.
21st Janurary 2013
At home I have taken my model into Mudbox and sculpted in details following a tutorial in a book i got from the library - Digital Sculpting with Mudbox. It has a very good section on sculpting a character and has pages of information on anatomy which will be useful for sketches.
Flor, Mongeon, M D L F, B, 2010. Digital Sculpting with Mudbox. 1st ed. United States of America: Focal Press.
Exploring Specialist Pathway 2
14th January 2013
I haven't taken my model into Mudbox yet, I looked into to models from Maya to Mudbox and they need to be unwrapped because texturing in Mudbox relies on UV coordinates to add the colour. I went back to my base mesh and unwrapped it. Instead of Unwrapping it in Maya I sued a program I found on the internet that makes unwrapping a faster process.
The program is called Roadkill UV, you load your model in and start cutting edges in the model. I looked at a tutoruial before I used the program - ( http://vimeo.com/6902104 )
This program is really useful and I will be using it when I can, it can get frustrating at times as it is a bit glitchy. The program can be found on this website - ( http://www.pullin-shapes.co.uk/page8.htm ).
RoadKill UV Tutorial on Vimeo. 2013. RoadKill UV Tutorial on Vimeo. [ONLINE] Available at: http://vimeo.com/6902104. [Accessed 07 February 2013].
pullin shapes - Roadkill UV Tool. 2013. pullin shapes - Roadkill UV Tool. [ONLINE] Available at: http://www.pullin-shapes.co.uk/page8.htm. [Accessed 07 February 2013].
14th January 2013
I haven't taken my model into Mudbox yet, I looked into to models from Maya to Mudbox and they need to be unwrapped because texturing in Mudbox relies on UV coordinates to add the colour. I went back to my base mesh and unwrapped it. Instead of Unwrapping it in Maya I sued a program I found on the internet that makes unwrapping a faster process.
The program is called Roadkill UV, you load your model in and start cutting edges in the model. I looked at a tutoruial before I used the program - ( http://vimeo.com/6902104 )
RoadKill UV Tutorial on Vimeo. 2013. RoadKill UV Tutorial on Vimeo. [ONLINE] Available at: http://vimeo.com/6902104. [Accessed 07 February 2013].
pullin shapes - Roadkill UV Tool. 2013. pullin shapes - Roadkill UV Tool. [ONLINE] Available at: http://www.pullin-shapes.co.uk/page8.htm. [Accessed 07 February 2013].
Exploring Specialist Pathway 2
9th January 2013
I have finished the base mesh of my character, it doesn't look to bad and i'm happy with it. I have been teaching myself how to use Autodesk Mudbox and I am thinking of sculpting some of the detail in Mudbox and then taking back into Maya as a texture. I need to look into how it works, as far as I know you can create normal maps in Mudbox which would be perfect for Maya.
When I had finished model my classmate Calum had showed me his, he followed the same tutorial but he had done more to his model. He added in edge loops across the chest, around the shoulder, the back, knees and elbows to stop stretching when the character is animated. So I went back to my model and did the same thing, and it has improved it quite a bit from what it was.
The model is now ready to be taken into Mudbox, I have done a tutorial to get used to the program, find out what each of the core tools do. The tutorial is really helpful and I learn quite a from it, next step i'll do is take my character into Mudbox and start sculpting in the details.
( http://www.youtube.com/watch?v=WRYMCyshLQo )
Getting Started with Mudbox Tutorial - YouTube. 2013. Getting Started with Mudbox Tutorial - YouTube. [ONLINE] Available at:http://www.youtube.com/watch?v=WRYMCyshLQo. [Accessed 07 February 2013].
9th January 2013
I have finished the base mesh of my character, it doesn't look to bad and i'm happy with it. I have been teaching myself how to use Autodesk Mudbox and I am thinking of sculpting some of the detail in Mudbox and then taking back into Maya as a texture. I need to look into how it works, as far as I know you can create normal maps in Mudbox which would be perfect for Maya.
When I had finished model my classmate Calum had showed me his, he followed the same tutorial but he had done more to his model. He added in edge loops across the chest, around the shoulder, the back, knees and elbows to stop stretching when the character is animated. So I went back to my model and did the same thing, and it has improved it quite a bit from what it was.
The model is now ready to be taken into Mudbox, I have done a tutorial to get used to the program, find out what each of the core tools do. The tutorial is really helpful and I learn quite a from it, next step i'll do is take my character into Mudbox and start sculpting in the details.
( http://www.youtube.com/watch?v=WRYMCyshLQo )
Getting Started with Mudbox Tutorial - YouTube. 2013. Getting Started with Mudbox Tutorial - YouTube. [ONLINE] Available at:http://www.youtube.com/watch?v=WRYMCyshLQo. [Accessed 07 February 2013].
Exploring Specialist Pathway 2
12th December 2012
I have begun to create my character following and tutorial I found on Youtube. ( http://www.youtube.com/watch?v=vLkY6U6Jh14 )
Using the image planes I built up the model, only modeling half of it to save time. I got to the basic shape that I wanted before the lesson ended but the model is nowhere near done. The edge loops are relatively straight and does not look a mess at all, but I can see once the model gets more complicated I will struggle trying to keep it clean.
I went back to the Murmillo helmet and improved it, it looked to thick so using the soft selection tool I drew in the bottom half of the helmet to make it more helmet like. Once i've finished the base mesh of the character and can then properly size up the helmet. It would have been a better idea to model the character first and then the helmet but it shouldn't really be a problem.
Character Base Mesh Part 1 of 2 - YouTube. 2013. Character Base Mesh Part 1 of 2 - YouTube. [ONLINE] Available at:http://www.youtube.com/watch?v=vLkY6U6Jh14. [Accessed 07 February 2013].
12th December 2012
I have begun to create my character following and tutorial I found on Youtube. ( http://www.youtube.com/watch?v=vLkY6U6Jh14 )
Using the image planes I built up the model, only modeling half of it to save time. I got to the basic shape that I wanted before the lesson ended but the model is nowhere near done. The edge loops are relatively straight and does not look a mess at all, but I can see once the model gets more complicated I will struggle trying to keep it clean.
I went back to the Murmillo helmet and improved it, it looked to thick so using the soft selection tool I drew in the bottom half of the helmet to make it more helmet like. Once i've finished the base mesh of the character and can then properly size up the helmet. It would have been a better idea to model the character first and then the helmet but it shouldn't really be a problem.
Character Base Mesh Part 1 of 2 - YouTube. 2013. Character Base Mesh Part 1 of 2 - YouTube. [ONLINE] Available at:http://www.youtube.com/watch?v=vLkY6U6Jh14. [Accessed 07 February 2013].
Thursday 6th December 2012
Exploring Specialist Pathway 2
Today I had a light day of unwrapping and texturing a shield, I unwrapped and then applied the number checkerboard texture to check for any issues like stretching. Fortunately I unwrapped the model without any problems and applied the shield texture that I found on CG Textures.
I used the number checkerboard because my tutor recommended using it and it is a lot more effective than using the black and white checkerboard, it shows up stretching a lot more clearly. I will be using it for every model I make as I unwrap to make my workflow proceed a lot more smoothly.
Exploring Specialist Pathway 2
Today I had a light day of unwrapping and texturing a shield, I unwrapped and then applied the number checkerboard texture to check for any issues like stretching. Fortunately I unwrapped the model without any problems and applied the shield texture that I found on CG Textures.
I used the number checkerboard because my tutor recommended using it and it is a lot more effective than using the black and white checkerboard, it shows up stretching a lot more clearly. I will be using it for every model I make as I unwrap to make my workflow proceed a lot more smoothly.
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