During the rigging process (after modelling a base mesh I like to create a basic rig to text the joints) I found that there was a problem with the joint lengths So i screenshot the model in orthographic and in Photoshop drew the head lengths:
It became clear that the calf was not long enough which was an easy enough problem to fix.
I also rendered out the head to put down the facial problems.
This was an early render before I began using the photos for the skin texture i found a substantial amount of problems with not only the facial shape but also the texture.
Thursday, 31 January 2013
Biker- early model
Like with most character models I decided to start by strip modelling. I also decided to start with a low ply base mesh then up the tri count when i sculpt out the normal map in z brush and then export out a subdivided version of the mesh.
This is one of the early renders of the lowest subdivisions.
I found at this stage that the models face looked a bit too feminine which is another benefit of using z brush as i like to quickly and effectively alter the face using the move tool.
Texturing:
To start I render out base colours using the render to texture tool in max. But instead of using z brush to paint out the skin colour I decided that i wanted the model to look as realistic as possible so i decided to use photos for the skin and the clothes. However I decided to still use z brush to sculpt the clothes folds and some of the wrinkles in the face.
I also decided to use a very low fill lighting map layer as in the past I've found that if the layer is too heavy it muddies up the texture.
This is one of the early renders of the lowest subdivisions.
I found at this stage that the models face looked a bit too feminine which is another benefit of using z brush as i like to quickly and effectively alter the face using the move tool.
Texturing:
To start I render out base colours using the render to texture tool in max. But instead of using z brush to paint out the skin colour I decided that i wanted the model to look as realistic as possible so i decided to use photos for the skin and the clothes. However I decided to still use z brush to sculpt the clothes folds and some of the wrinkles in the face.
I also decided to use a very low fill lighting map layer as in the past I've found that if the layer is too heavy it muddies up the texture.
Saturday, 19 January 2013
Biker-handles
One of the things that initially drew me to this man was the handles he was wearing around his waist, so i am keen to include them.
I have researched different types and designs of biker handles
1: I like the weight that this design has it looks professional
2: I like this design however I feel it would cover up too much of the jacket and is not close enough to the one the man was wearing.
3:this design is similar to 1 i like the small details like the clips and the varying materials.
4 this is the closest design to the one the man was wearing however i feel its a bit boring.
5 is research into number 3 the brand and design. this is the design i will base his handles on.
I have researched different types and designs of biker handles
1: I like the weight that this design has it looks professional
2: I like this design however I feel it would cover up too much of the jacket and is not close enough to the one the man was wearing.
3:this design is similar to 1 i like the small details like the clips and the varying materials.
4 this is the closest design to the one the man was wearing however i feel its a bit boring.
5 is research into number 3 the brand and design. this is the design i will base his handles on.
Thursday, 17 January 2013
Biker
I have also recently started to work on a separate project. Whilst waiting for a lift a man caught my eye, or the folds in his fleece did and whilst staring at said fleece i decided id model him here is an early sketch i did of him when i got home:
Pencil sketch
Painted with Acrylic
Next I will take him into design and decide what parts of him will stay until the final piece and what parts I will alter, I will start be researching different biker jackets.
1: like the look of the reinforced sleeves i feel it makes him look tough
2:For the same reason as number 1 i will look into the reinforces shoulder pads
3:I like the stripes as it gives an opportunity to add a small amount of colour to the jacket.
4: I feel the zips down the front of the jacket would be one of the small details that would complete the look of the finished model.
5:Adding zips and poppers gives the jacket interest and will add to the realism I'm trying to create which is why I like this collar and the zips on number 6.
I will now put my research into a final drawing of the jacket and then continue by researching the biker handles he wore at his waist. I will look into the materiel's they are made from and their mechanics so that there will be no flaws in my model.
Wednesday, 16 January 2013
Pedestrian- Background Character
I also compressed the previous two texture sheets (one for the head and a separate one for the body) into one texture map as I felt it would illiminate the need for multi sub objects in max. I have recently managed to get my work flow down to a few easy simple steps that make the whole process from design creation and finish quicker. One of these steps is to create a tile-able texture e.g. denim and overlay it using the new pattern layer option in Photoshop over the base material colour to create a realistic effect. This layer can then be used to create a separate layer to help create material weaves within the Normal map. I find that this method combined with the normal maps I generate in z-brush creates a realistic effect.
These are the new and improved versions of the pedestrian. I found that being scrupulous in detail like adding small parts that would appear on a regular human beings on their clothes and shoes and on their bodies adds to the realism of the piece and i am particularly proud of this model as the leap of quality between the previous piece and this one is massive and shows just how far i have come in technique both in max and the use of z-brush and even rigging.
These are the new and improved versions of the pedestrian. I found that being scrupulous in detail like adding small parts that would appear on a regular human beings on their clothes and shoes and on their bodies adds to the realism of the piece and i am particularly proud of this model as the leap of quality between the previous piece and this one is massive and shows just how far i have come in technique both in max and the use of z-brush and even rigging.
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