So it turns out that Topogun 2 is super amazingly good for retopologizing hi-res models. So I've sculpted out a high res centaur for the animation project and now i'm boosting through the retopologizing.
Saturday, 27 April 2013
Sunday, 21 April 2013
Some more Stepping stones
Many of my process screens have been getting lost from my computer crashing while the photoshop set up was open which is a bit annoying, but I've broken down the steps to upload some steps to see how I got there since my last post. I didn't get very far with the rigging, as the process I was learning off digital tutors was very time heavy and I wanted to focus more on getting a well presented final turntable.
Most of my time was spent sculpting in Zbrush, as it is a part of the design process that I really enjoy and feel the most confident with, so I felt that getting some good work out of there would benefit the final outcome.
Unfortunately this was at the cost of not learning more in maya, and I did not manage to export the normal and displacement maps back into maya when the push came to shove, so I instead set up a lighting system in Zbrush for the final turntable.
As far as the process goes, I have delved into each step, and ultimately not got there with the final few, but I was fairly happy with the Zbrush turntable that I handed in. As far as fitting the brief I'm not so sure I hit the mark there but I know now how to fix up my character for rigging for the next assignment, should be cool to get animating.
Also, as I have shown with some of the screens uploaded here I did a revamp of my character to work with a much more exaggerated body type. I decided that I wasn't going for a hyper real character, I was more looking for a stylized game character, so he's very stretched, tall and thin with really broad shoulders and a tiny waist, and humongous feet to allow some comically large boots.
Anyway here are the rest of my process screens, rig included:
Most of my time was spent sculpting in Zbrush, as it is a part of the design process that I really enjoy and feel the most confident with, so I felt that getting some good work out of there would benefit the final outcome.
Unfortunately this was at the cost of not learning more in maya, and I did not manage to export the normal and displacement maps back into maya when the push came to shove, so I instead set up a lighting system in Zbrush for the final turntable.
As far as the process goes, I have delved into each step, and ultimately not got there with the final few, but I was fairly happy with the Zbrush turntable that I handed in. As far as fitting the brief I'm not so sure I hit the mark there but I know now how to fix up my character for rigging for the next assignment, should be cool to get animating.
Also, as I have shown with some of the screens uploaded here I did a revamp of my character to work with a much more exaggerated body type. I decided that I wasn't going for a hyper real character, I was more looking for a stylized game character, so he's very stretched, tall and thin with really broad shoulders and a tiny waist, and humongous feet to allow some comically large boots.
Anyway here are the rest of my process screens, rig included:
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