Thursday, 5 May 2011

Completed Base Mesh for Character No. 4

The forth character's base mesh has finally been completed, but it took longer to model than expected. But I should now have no problem on entering the next development stages for tomorrow such as creating the character's UV map, developing high poly mesh on the body, and also develop some colour tests with polypaint all in ZBrush.

The mesh was also based on one of the chosen rough concepts because of the appearance that suits the character's profile, and the proportions and style of the character's costume that would be ideal to model and develop colour schemes in the process.

Front View of Base Mesh


Back View of Base Mesh

Wednesday, 4 May 2011

Academic Supervisor Meeting 04/05/11

From this morning's meeting, I've shown Lynn my current developments of my forth character from updated silhouettes towards my 3D base mesh and the first attempt to develop the high poly mesh along with muscle features. She then suggests that I should make some updates on the polygon faces for the original base mesh (including for the lower part of the body) to make the mesh look more appealing and better for high poly developments. And I also need to work more on refining the muscle features including the chest area by looking up on the human anatomy as references during the sculpting process in ZBrush.

But overall, she seems to be pleased that I'm still making lots of progress, and I also need to make sure that I would get the dissertation draft (with all the structures filled) completed and submitted to Colin on this Friday for feedback. Also I need to keep up with my sketchbook developments (apply all the images of each character developments with comments) towards submitting my work, and to include all of my files containing all the development processes for each character in separate folders.

So for tonight, I'll be making another attempt to reconstruct the character's arms and hands in Maya (or use the ZSpheres in ZBrush), and then continue with the high scupting and colour tests process tomorrow.

Tuesday, 3 May 2011

Character No. 4 Modelling Process

The base mesh for the forth character has finally been created between ZBrush and Maya. I've also got started on developing the high poly sculpting on the base mesh along with creating the muscle features on the character's body.

The next part is to work on modelling the character's props and other features (e.g. shoulder pads and a chest piece), and then work on the unwrapping process to form the model's UV map using UV Master in ZBrush.

Character No. 4's Low Poly Mesh



Character No. 4's High Poly Mesh

Project Tasks 13

03/05/11 - Finish base mesh modelling, finish rough concept developents, UV Mapping on Low Poly mesh, and update Learning Contract.

04/05/11 - High Poly sculpting developments, and colour tests on character mesh.

05/05/11 - Continue with colour tests, final composite image, and texture map developments for character mesh.

06/05/11 - Projection map developments (Normal and UV maps) for model, and update Dissertation and Learning Contract.

09/05/11 - Final character image in action pose and turnaround animations.

Monday, 2 May 2011

Meeting with Technical Supervisor 02/05/11

I've managed to have a short meeting with Gordon this afternoon, and we've discussed about the feed backs on my hybrid creature developments and also the forth character process so far.
I then asked Gordon for some advice about the approaches towards modeling a simple base mesh for a human character since I've been having some difficulties with this from last Thursday. He then says that I could simply construct the body with the ZSpheres in ZBrush, form the mesh with the move tool (also in ZBrush), and then model and attach the hands to the body mesh in Maya and update any topologies before the sculpting stage.

As soon as the meeting was over, I then got to work on modelling the character's base mesh in ZBrush, and then created the hands in Maya. Meanwhile, I'll also need to make some more updates with the forth character's silhouettes to add some extra features and more proportions to explore more on the concept (also advised by Gordon as he suggests that I should work on this more).

So for this week, I need to focus on modelling the character along with developing colour tests, create the character's UV map, and also create the composite image in Photoshop.

Wednesday, 27 April 2011

Character No. 4 Silhouettes (Updated)

An updated version of Character No. 4's Silhouettes with two extra designs along with modifying their proportions and sizes.

Updated Silhouette

First 1 minute showreel for Showcase Project

Last night, I've managed to put together my first 1 minute showreel for the Showcase project, and emailed the video file to Dave (who is in charge of the showreel group). It contains all the three character developments including artwork images and turnaround animations of the 3D characters (from ZBrush).

1 Minute Showreel