Monday, September 12, 2011

Modelling WIP10 - Aurora

Further development of the Aurora. Have a record of 262 parts and went crazy with the UV unwrapping. Used a mix of Headus UV Layout, Road Kill and also Maya unwrapping tools. Though the texture mapping isn't complete but I do generally like the design of it. Heavy robust construction that moves by compressing gas in on it's organic container. The most challenging thing for this model was to import the file into ZBrush. Tested out GoZ and took about an hour to import with problems of the subtool breaking into different categories. A solution to such future project is to import OBJ files in ZBrush which took seconds, use polygroups or in the PolyTools click on Group Split to have it all in separate tools.




Modelling WIP09 - Zoie

I felt the orginal concept I modelled up had problems with the circular device. In this concept I simpflied the character creation though I'm going to rework on it to see what else I can come up with. I still will need to do some testing on the hair creation in 3D.




JUST IN CASE I FORGET NOTES 03

ZBRUSH
Relax the vertices on the mesh while keeping the shape and form go deformation>>relax.
Backface Auto Masking: Brush >> Auto Masking >> Backface Masking

When importing OBJ's into ZBrush and Polygroup is set, selection can be set by holding Ctrl Shift and LM click to select object.

Subtool quick selection, Alt LM Click on object.

MAYA DISPLACEMENT
Alpha Offset for displacement setup when importing file from ZBrush to Maya: =1*0.5*filename.alphaGain


HEADUS UV LAYOUT
Main short cut keys
Plotting Symmetry:
1. Click Find Symmetry
2. Mouse Left Click 1 edge on the center.
3. Press spacebar.

C: Cut Edge
W: Wield Edges
Enter: Separate Faces (After cut area is define)
Shift S: Slice

D: Drop Surface to UV layout
Shift D: Undrop Surface
U: UV edit mode
Shift F: Flatten

]: Rearrange UV Layout spacing

Saturday, September 3, 2011

Modelling WIP08 - Dark Crawler

Getting there with the details. I made further refinements to the Dark Crawler character. I was contemplating on going for something that is rather more evil looking as appose to my other slimy design. All digitally hand painted. For the skin area of the creature I used the Scott Spencer's technique placing in the various underlying skin colours which works very effectively.