here is a quick demo of the pose Rig i created for the hunter character. the rig is very basic and doesnot utilise any of the advance tools such as Set Driven Keys for the fingers for several reason one of which is that the reig will not be used for any sort of animation but ather to offer a quick way to pose the character for promotional purposes as such using more of teh advance featueres would have been an over kill and time wasting proccess as the as teh emphasis of my project was on the modeling and t exturing parts of the module.
video link
http://www.youtube.com/watch?v=T65S3zJ-bCM
Tuesday, 19 April 2011
Wednesday, 30 March 2011
hunter Model/Character sheet
Ace Ventura's model sheet/concept
Thursday, 3 March 2011
ace Ventura rig
I managed to finish the rig for my ace ventura character. The model uses the same bone setup as the sumo character. The reason is that it, I would be able to use transfer animation from one character to the other very easily and hopefully without any problem '' the characters will not be animated for this assignment''.
I am not completely satisfied with rig controls specially for the eyes. Furthermore, I wanted to create some blend shapes for the character as well as a bone based facial rig. Reason for bone based facial rig is that most game engines don't support blendshapes/morphe targets, Epics Unreal Engine is one of them.
Here is a demo video of the rig. I wish I had more time to invest on this rig, but I believe its time to move on to the next character, for which I will be posting the concepts very soon.
high quality screen cast link
http://www.screencast.com/t/x3Eh08P0P39d
I am not completely satisfied with rig controls specially for the eyes. Furthermore, I wanted to create some blend shapes for the character as well as a bone based facial rig. Reason for bone based facial rig is that most game engines don't support blendshapes/morphe targets, Epics Unreal Engine is one of them.
Here is a demo video of the rig. I wish I had more time to invest on this rig, but I believe its time to move on to the next character, for which I will be posting the concepts very soon.
high quality screen cast link
http://www.screencast.com/t/x3Eh08P0P39d
Friday, 25 February 2011
sumo_ beuty shots
Some beauty shots of the sumo
Too tired to post the wire frames today, haven't slept in 23 hours [life is cruel] any how enough whining and on with the beauty shots.
Depending on your monitor collaboration the images might appear over saturated.
Too tired to post the wire frames today, haven't slept in 23 hours [life is cruel] any how enough whining and on with the beauty shots.
Depending on your monitor collaboration the images might appear over saturated.
click image for a larger file |
click image for a larger file |
sumor rig wip demo
A wip demo of the sumo rig. I have yet to cretae the finger controls. However, with that being said most of the major controls are there, for example, the, ik hand controls as well as the feet. I have decided not to bother with SDK [set driven keys] for the fingers since the rig is not intended for complex animation but rather for simply posing the character.
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blogger seems to compress teh video hence the poor quality
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blogger seems to compress teh video hence the poor quality
sumo character done
I finished modeling the sumo character. The character has an inverse kinematic rig that can be used either to pose the character or animate it.
Wednesday, 23 February 2011
sumo skin weight problem
been up since 1 in the morning, its 6 in the morning now. Few minutes a go ran into a problem while re importing the sumo base mesh from Zbrush to maya, for some odd reason it missed up the skin weight values '' hasn't happened to me before'' luckily I was able to solve the problem by copying the weights from the maya file to my base mesh that re imported from zbrush
third character sumo
I finished the concepts/model sheets for my third character, which is a Sumo Wrestler.
Oh, and I have also finished rigging and skinning the ace ventura all that's left is creating a video to integrate it into my show reel and prepare the data for hand in. Due to the fact, I lost the original characters I was working on I had to create these new ones which is a lot of work, but it has to be done right.
The second character is an afro hunter gatherer. I will upload the concepts for that one later in the week.
In the meantime, here are the concepts for the sumo.
Oh, and I have also finished rigging and skinning the ace ventura all that's left is creating a video to integrate it into my show reel and prepare the data for hand in. Due to the fact, I lost the original characters I was working on I had to create these new ones which is a lot of work, but it has to be done right.
The second character is an afro hunter gatherer. I will upload the concepts for that one later in the week.
In the meantime, here are the concepts for the sumo.
click image for larger size |
Tuesday, 22 February 2011
Ace Ventura
finished the facial model reference [concept]
concept work flow
I created a low polygon geometry in maya then took that to zbrush and used the paintshop plugin to create the concept by painting over the lowpoly template.
concept work flow
I created a low polygon geometry in maya then took that to zbrush and used the paintshop plugin to create the concept by painting over the lowpoly template.
ace ventura
my ace Ventura model sheet is finally done. as you could see its my own representation of the character. Not my usual style because it is heavily stylised.
face model sheet coming up in the next post.
Monday, 21 February 2011
misc
I was able to partially recover my elf character file from my hard disk, however i couldn't retrieve the dwarf character.
Guess I will have to remodel two new characters
Guess I will have to remodel two new characters
overheating
well my laptop over heated again and destroyed the hardisk so now i cant retrieve my data. there fore i will be creating new characters.
i will post concepts for my ace Ventura character [ why don't they make films like that any more ], an afro hunter character and the third i haven't yet decided.
Friday, 18 February 2011
dynamic hair rig
I started working on the rig but before I went any further I had to create a rig for the ponytail of the elf character.
Rather than going with a conventional joint rig, I went ahead and combined the spline IK with a single dynamic curve driven by a single hair system, this way the joints are all driven by the hair system which gives it a very natural movement the joint is also driven by the turbulence in the hair system.
Next steps are to start working on the skin weights for the entire character.
Rather than going with a conventional joint rig, I went ahead and combined the spline IK with a single dynamic curve driven by a single hair system, this way the joints are all driven by the hair system which gives it a very natural movement the joint is also driven by the turbulence in the hair system.
Next steps are to start working on the skin weights for the entire character.
Wednesday, 16 February 2011
MENTAL RAY SSS
I finished the modeling of the elf character well at least the body and the armour for now anyway.
I am not totally satisfied with the model, but I have to say enough for now and move on to the rigging part soon after I have polished out the textures.
I am using the mental ray sss material, still have some tweaking to do but should be finished by tomorrow. I will start to do some sketches for the weapon, either a staff or a sword anyhow I will post it up here tomorrow.
here is a WIP render with the Mental ray SSS Shader applied
I am not totally satisfied with the model, but I have to say enough for now and move on to the rigging part soon after I have polished out the textures.
I am using the mental ray sss material, still have some tweaking to do but should be finished by tomorrow. I will start to do some sketches for the weapon, either a staff or a sword anyhow I will post it up here tomorrow.
here is a WIP render with the Mental ray SSS Shader applied
click for larger file |
Tuesday, 15 February 2011
elf character modelling process
Hi,
finished modeling the elf character two weeks ago unfortunately I forgot to record the modelling process '' wanted to create a video tutorial from it'' any how I did manage to get some WIP screen shots.
I always start my character from a single plane. This gives me more control in the way I define the edge loops of the character earlier on rather than having to refine everything after creating the boxed cage.
Bellow is my typical modelling workflow.
finished modeling the elf character two weeks ago unfortunately I forgot to record the modelling process '' wanted to create a video tutorial from it'' any how I did manage to get some WIP screen shots.
I always start my character from a single plane. This gives me more control in the way I define the edge loops of the character earlier on rather than having to refine everything after creating the boxed cage.
Bellow is my typical modelling workflow.
click for bigger image |
Wednesday, 9 February 2011
texturing the elf
I started texturing the elf character. Initially, I wanted to paint the textures by hand. However, I soon found out that my painting skills weren't really that great, so I decided upon using Image textures.
Usually in the pre zbrush era you would have to unwrap your models and paint your image textures in a 2D Paint Application such as photoshop or Painter. However, with zbrush all that has become unnecessary as you can project your textures directly on to the 3d model, now if that wasn't enough the new zbrush4 offers even more intuitive tools to make the texturing process even faster and fun.
For this project, I will be using zbrush 4, or to be specific the ''zbrush light box'' feature which allows the user to load multiple textures and paint them on to the model.
the darker part on the nose is the result of two edges overlapping each other. this will be fixed as i progress
Usually in the pre zbrush era you would have to unwrap your models and paint your image textures in a 2D Paint Application such as photoshop or Painter. However, with zbrush all that has become unnecessary as you can project your textures directly on to the 3d model, now if that wasn't enough the new zbrush4 offers even more intuitive tools to make the texturing process even faster and fun.
For this project, I will be using zbrush 4, or to be specific the ''zbrush light box'' feature which allows the user to load multiple textures and paint them on to the model.
click the image for larger version |
the darker part on the nose is the result of two edges overlapping each other. this will be fixed as i progress
Wednesday, 26 January 2011
the elf character concept/character sheets
hi
finnaly finished creating the character sheets for the elf character. This was a very exciting project in terms of learning and developing new workflows. one of the most fundemental thing i learned about digital painting is that to work in stages. you start off by creating the major forms first and then use that as a foundation to build upon.
i will start working on the armour and costume next
finnaly finished creating the character sheets for the elf character. This was a very exciting project in terms of learning and developing new workflows. one of the most fundemental thing i learned about digital painting is that to work in stages. you start off by creating the major forms first and then use that as a foundation to build upon.
i will start working on the armour and costume next
click image for larger file |
Tuesday, 18 January 2011
Time for an update
I have been extremely occupied with work and the other assignments that I really didn't have the time to do anything else.
So here is the final digital concept for the dwarf character, I might decide to change a few things during the modeling process but when that happens, I will post about it here.
I have narrowed down the weapon's choice to two, a sledge hammer and a war Axe, so time to get started on those.
so here is the concept
I have been extremely occupied with work and the other assignments that I really didn't have the time to do anything else.
So here is the final digital concept for the dwarf character, I might decide to change a few things during the modeling process but when that happens, I will post about it here.
I have narrowed down the weapon's choice to two, a sledge hammer and a war Axe, so time to get started on those.
so here is the concept
click iamge to see original size |
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