Tuesday 15 December 2009

i have legs yay

So todays work has been on finalising the base model by giving him legs and feet next up is the accesories.

pics....




Monday 14 December 2009

body popping and hand me downs

It's blog time again and today has been a productive day.

1st at college today I began to work in zbrush some more defining more of the face and its coming along nicely I'll put some pics up when I feel like things are at a stage where I can start to show it off.

After lunch I began to work on the body again and connected the arms and head to the torso i must say a big thank you to Jake and Dean for helping me to work out where togo with the edgeloops, Now that I have that area done I have started to look into hand modelling (and no I dont mean like Joey in friends although I do expect that my efforthas a twin somewhere) my 1st attempt went horribly wrong and was deleted my 2nd attempt however managed to take some shape however it's rather flat and needs alot of work (yes Dean that means I'm bugging you all day tomorrow)

Once the hands are done I shall move on to the legs and will hopefully have a finished base model ready for when we go back after christmas and can start thinking about maybe taking the whole model into zbrush getting me a few million polys and a really nice normal map.

Anyways here's todays images....





Sunday 13 December 2009

like a stylist

So todays foray into character modelling has been dedicated to creating the hair. I'm not happy with the result and will be talking to my tutor tomorrow about how I can make it better.

Well here's some pics.


Thursday 10 December 2009

playing around

So today i have mainly been playing around with zbrush as the character i want to produce should have a rough and rugged face and the the best way i can think to do this is with textures and normal mapping.

The head model that i have made so far is clocking in at 1300 polys so i know i need to lose some detail in the base mesh but anyway. I unwrapped and exported the base mesh as a .obj and imported to zbrush where i started to play with the form of the face adding a deeper brow more of a pronounced chin and some general wear and tear on the face. this took the base mesh up to a staggering 31,750 polys. I then took the 1300 poly base mesh and the high poly mesh into XNORMAL a program that creates normal maps from a combination of the base and high poly meshs that normal map is then placed into the base meshes material maps which should give a more detailed look than the actual model contains.

And heres some piccys....

Before normal mapping


And after


And an image of the progression from base mesh to finished high poly model.

Wednesday 9 December 2009

getting a back on the head

OK SO I HATE CHARACTER MODELING LOL.....

Well I don't HATE it so much as dislike, heads are fiddely and awkward enviroment assests are so much easier to visulize and create.

But anyway I've got the head to a point where I feel I might actually be able to say its about done, the back of the head is a little messy but it works lol.

So its image o'clock


Friday 4 December 2009

facial reconstruction

I have spent most of today trying to get the mouth to work and in doing so I have had to delete and rebuild sections so many times now that I have lost count. I managed to get the nose looking ok although I do feel I need to make the nostrils a bit more substancial all in all though its been a good days modelling.

So on with the pics






Thursday 3 December 2009

Modelling day 3

So a new day a new bit of modelling I started on the face today. I think I've just about got the edge loops right I need to speak to dean about how I would go about the lips as I can see that being a pain in the arse, I also need to finish the nose and the rest of the head but its going quite well I think.

And here's some pics



Here's a couple with the front blueprint slapped on so you can get the basic idea of what he'd look like if he was the star of a black and white movie



And a couple with the edgeloops



And this final image has nothing to do with my character its a 3d scan of my unborn son taken today.

Tuesday 1 December 2009

Modeling day 2

Just a quick post today,

During college I didn't get to do much as we were having a tutorial on head modeling, but I did however start to model the arm. My original build was really messy and thanks to Dean showing me how to tidy it up it's looking a hell of a lot better.

So heres some pics and a I've included one with the edgeloops so you can scrutinize them.