Tuesday, 28 April 2015
render
Here I have just stuck my model into marmoset and just reapplied all the textures which were used in maya.
poly count
For the poly count I think I have achieved a successful low amount of polygon with 62200 faces. definitely a model which could be imported into a engine and animated.
Monday, 27 April 2015
Final model

For the rest of the body, to lower the polygon count I started deleting parts of the skin to which could not be seen, as if I had not it might had complicated things, for when/if it ever came to animation e.g. legs showing through the trousers and chest showing through the T-shirt.

After collecting all the models under one file, I started compiling them together and applying the textures exported from Zbrush to achieve what you see below.
Sunday, 26 April 2015
Friday, 24 April 2015
Wednesday, 22 April 2015
Knee pads

UV's

To create that extra detail trying to make it leather like I used this alpha texture to the left, to give that scaly effect.
http://tailor.wikia.com/wiki/File:Leather.jpg
Saturday, 18 April 2015
Shoes development



Final model pieced together

I Started with making a range of various shapes, I started developing these objects into the parts of the boot to which would be joined together.
For making my boots I wanted to get a breakdown of what individual shapes would have to be made for this singular object.
Tuesday, 14 April 2015
Tattoo
Here's it applied to the mesh
After looking various tattoo designs, I started experimenting on Photoshop just warping square shapes and see what I came up with, but I did base my crazy experimentation on the tribal tattoos which used strange shapes.
Monday, 13 April 2015
tattoos research
For my character I wanted to start adding extra elements to her body or clothing. I thought about bands or pieces of cloth like capes or drapes, but thought it would not work too well with the way my particular character is dressed, Instead I decided for a tattoo.
I picked out this particular tattoo not for the fact that the shape is meant to resemble an animal but because of the use of these different shapes to make up the lions head.
Next I thought about patterns that could be used but just sticking to something simple which could be repeated around a specific body part.
I also extended my research into looking at your typical tribal style of tattoo, but was thinking that the tattoo I want to make should still not be as complex as this.
Thursday, 9 April 2015
Shoulder guard


(UV MAPPING)

While looking through the internet I came across tons of different shoulder guards, but none had what I was looking for until I came across this. Shape-wise it had everything I was looking for but I didn't want to have so much of a grungy texture to the one that I would develop in zbrush.
http://dirtyanddistressed.deviantart.com/art/DA-ID-Photo-115017136
While looking through the internet I came across tons of different shoulder guards, but none had what I was looking for until I came across this. Shape-wise it had everything I was looking for but I didn't want to have so much of a grungy texture to the one that I would develop in zbrush.
http://dirtyanddistressed.deviantart.com/art/DA-ID-Photo-115017136
Thursday, 2 April 2015
T-shirt - zbrush process to maya
(Exported out into Maya and with normal and textures maps applied)

(Low poly in Zbrush)

To make sure I had uv's when I imported this mesh into Maya and would be able to texture this object, I used the UV Master tool to unwrap this mesh into this shape. And would later be able export the texture and normal maps as seen above into this shape. Once I follow this process a few times on previous objects, it became fairly and was practically done in one to two hours after slight tweaking.
Wednesday, 25 March 2015
Bandana

Here is the finished product of the bandanna with all the creases and bumps added to it, no texture has been applied to it but I did decide to poly-paint it black with little dusting of brown to show dirt.

Saturday, 21 March 2015
Trouser Development




As the same as the T-shirt I applied the same fold techniques,but made them more dense behind the knees.


(Alpha textures used)

Tuesday, 17 March 2015
extra details - eye lashes

after the creation of the eyes I wanted to enhance the realism of my character even further. Taking inspiration from the "last of us" where they created all the individual eyelashes, I started doing the same with mine, but trying to make it as low poly as possible making the cylinder have ten sides rather than 20. I started off with the creation of single eyelash duplicating it along the eyelid and making variations of high and length, once I finished that I duplicated the top half and flipped it over to the bottom but add more to thicken the bottom.
(image found)
Monday, 16 March 2015
Saturday, 14 March 2015
T-shirt Development in zbrush
Highpoly T-shirt
Texture alpha used to give that extra little bit of detail to the T-shirt.
In the past, when creating folds to my clothes I tended to go too chunky, but after following this tutorial I began to have a greater understanding of which places to make the folds and use a smaller brush size.
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