Wednesday, 25 May 2011

An even longer timeeeeeeeeee..

okk so it has pretty much been an age in my last post and have really been slacking, ishh. well i wouldn't really class it as slacking, more like scrambling around trying to get work complete for hand in's. so I think I'l just pretty much kind of pick up from where I left off.


So from looking back at my last post I was explaining the development of the character model I was creating for an axe man themed look. looking at what ide posted to date looks like i never got as far as explaining that but there you go! From where i left off i was trying to create godly topology as it has pretty much been beaten into us from day one of the task. from liking at the images of a half modelled body and head i think it seems as if the rants of clean quads and no triangles got across. however skipping alot here it all went pretty pear shaped, when coming to the mid point of the project of where i went to sculpt the model i wasnt entierly sure on the whole concept of uv'ing.. so i ignorently continued regarless of knowing what the outcome would be. TERRIBLE is one of the words that come to mind, it was a complete polgon mesh overload that took a life time to open let alone render.


so like one of those films where you see a scientist working relentlessly late into the night trying and find a cure to a monstrous disease. i was doing the same, but like 50x times harder and later over the next few days and the end result was more than worth the sleep depravation.


Thanks to saving many versions of the model i was able to go back and continue before i had this mad notion of ignoring uvs, i watched a few tutorials, digital tutors (other brands are available) was pretty much a god send when i came to this stage as i previously couldn't tell my uvs from my.. something rather, you know the saying. Now having a lovely uv'd model i went on to sculpt, yes for the SECOND time. Earlier on in the process i uploaded some of shots of the sculpting i had previously done and alot was said about proportions. Again addressing the issue with countless hours of searching for good sculpting videos, muscle structure and the golden proportion bringing me to this stage in the creation.


Now before I went on to anything else I really wanted to pose my character, so this meant rigging, MORE countless hours spent researching finding out how things work but again, though it was tricky and i got a lot more wrong than i did right to begin with i managed to make a working basic rig with working finger, hand, wrist, forearm, shoulder, neck, leg, knee and foot joints, now as much as i would like to screen shot it all i don't really think it would do the rig any justice as i could be completely making it all up so i plan to post a video of it in action when i get hold of a screen capture programme.


That aside this is where I got on to with the sculpting side of things, exported a displacement map that i applied to my low poly model as well as creating a texture map for the face, quite a tricky task but after a bit of tweaking and moving around it all eventually lined up. however with the displacement map there seems to be something not quite right as there are hard and smooth edges still showing through, im thinking of leaving it as it is for them moment so i can crack on with the clothing!

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