Thursday, 31 March 2016

Quixel Urn Project

Stage 1-Quixel
For this project we practice using a mixture of textures to create a unique texture for the urn. With the use of Quixel I was able to select the certain part of the urn and pillar to add different textures, this was possible with the colour map. I had practised this before with the brick model.

Stage 2-Outcome
The outcome I think was a success as I assigned textures that I felt worked well with the purpose of the model.

Wednesday, 16 March 2016

ZBrush Fiber Mesh Project

Stages-All
For this experiment I tried out a technique in ZBrush to make a hair for my character later on with the use of Fiber Mesh. To use this was quite fun and easy but I believe it would be too high poly for what I wanted for my character. But the experience of using this was amazing and I might have to play around with more to get a better result with some more time to have an in-depth experiment.

Friday, 11 March 2016

Quixel Brick Project

Stage 1-Materail Quixel Brick
This is a continue of the brick model, however I had an issue with Quixel which as a result it wouldn't let me use my brick model, so I had to use a model my tutor made to experiment around with. For this I had to practice to use the textures in Quixel to make a custom texture for the brick path way.

Stage 2-Quixel Brick
The finished result was a success as seen above with a mix of different textures to create a unique texture for the brick path way. I will use these techniques to create a scene for my character as in the concept I did she is against a brick wall.

Thursday, 10 March 2016

Model Brick Project

Stage 1-High Poly Model
To start off the brick model I made a simple high poly brick which was made out of individual cubes that are separated. Then I selected them all and exported them out as an Obj file, which could then be imported into ZBrush. 

Stage 2-New High Poly Model
Once I imported the Obj file I began to add more detail and polys to the model so that this could become the new high poly model. Finally I saved the new high ploy as an Obj file for xNormal.

Stage 3-Low Poly Model
After I made the new high poly model I then transformed the it into a low poly which would become essential a plane. Then I imported it into Maya to save as an Obj file for xNormal.

Stage 4-xNormal
Once I had the high poly and low ploy model saved as Obj files I uploaded them to xNormal so I could generate a normal map, colour map and cavity map for the use of Quixel later on.

Sunday, 31 January 2016

Maya Hand Project

Stage 1-Reference
As I have mentioned before this term we are allowed to specialize in a topic of our chose. I have chosen to do a 3D character. After the head the next step was to learn how to model a hand by using the reference images provided to use.

Stage 2-Hand
After setting up the reference images I then moved on to the modeling of the hand, which I started of with a cube and then I began to shape it around the reference images. The key part about this is to follow the shape of the hand on the reference.

Stage 3-Fingers and Thumb
Once I got the base of the hand done, then I moved on to model the fingers. To start off the finger is made from a cylinder and then shaped and modelled based on the finger, once I was happy with its shape. I then duplicated to four times and re shaped and re sized them slightly to fit the other positions of the thumb and fingers.

Stage 4-Webbing and Welding
Once the thumb was attached by its vertexes, I then altered some of the outer vertexes to make the webbing between the thumb and index finger. After that I then moved on to the welding part which would attach the merge the vertexes of the fingers and hand. I did each finger separately, to weld the vertexes together I used the target weld tool. After the welding part I then moved back to webbing stage of moving some of the fingers vertexes, to make their webbing.

Stage 5-Shaping
Finally after the hand is complete, I then started to change and shape parts of it to form some features like the knuckles. This was overall a good outcome and I am really proud of the way it looks, again some changes might need to be made especially when it will come to adding it to the body. Which I look forward to having a go.

Wednesday, 20 January 2016

Maya Head Project

Stage 1-Reference
This term we are allowed to specialize in a topic of our choosing. I have chosen to do a 3D character for a AAA game. To help me get started we were set a project to model a head following the guide line on the the reference images.

Stage 2-Mouth and Eyes
To start off I began from the mouth and eyes, this was an easy start using the extrude edge tool to add the plains over the features. To shape and move them I used a mixture of the edge and vertex tools. The model is kept on X-Ray mode so I can see through the model to the deference image.

Stage 3-Face
Once I was finished with the mouth and eyes, I was then able to edge extrude several times and use the edge and vertex tools to shape and move the plains. this would allow me to form the face. The most difficult part of the face was probably the nose but once I got the basic shape it was then easy to complete.

Stage 4-Head and Neck
The head and neck was the hardest part as it required me to flick between the different view ports to help me get the shape correct. However the work flow was still the same, using the edge extrude tool and edge and vertex tools.

Stage 5-Ear
Finally the ear, which was and is still the hardest part for me as most tutorials seem to make a base ear like I have done, but I will have to keep checking and adapting it to see it goes with the rest of the head. The ear was made by using a cylinder and using vertex tool to move and manipulate it. Overall so far it looks really good, but some changes might have to be made at a later date.

Stage 6-Ear Detail
After a bit of thought I decided to teach myself how to make a more detailed version of the ear. Using the same techniques as for the rest of the head, I have successfully modelled a detailed ear, which as a result I am more proud of .

Thursday, 7 January 2016

Character Photo Manipulation Project

Stage 1-Anatomy

In the lesson today we were shown how to use a new way of making a quick reference sheet for a character with photo manipulation. First off we had to get some sort of human anatomy, I chose a female mussel anatomy.

Stage 2-Outfit
After I chose the anatomy I then added clothes that I wanted and manipulated them to fit her body shape. At this point I had an idea for a dirty apocalyptic world which would mean her clothes would look old with the colour toned down. I also added blood and mud marks to show she has had a rough life.

Stage 3-Head and Hands
Once I was finished with adding and altering her clothes I then started to add hands and a head to complete her. This was a bit tricky to get her hair to go well with the rest of her but it was a good to practice the clone tool which would allow me to copy and draw her hair in certain places.

Stage 4-Background
Filially to finish off I added a background so the character could be in the world I imagined for her to live in. This is a quick and easy process to achieve especially for quick results.