Thursday, 31 January 2013

Biker- Problems

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.

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.


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.


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.