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.


As shown in the previous post below trying to extract something in the shape of a bandanna from the face was pretty difficult and didn't turn out right as I couldn't get rid of the shape of the lips when moulding it into a bandanna, so for this example I masked out one of the breasts and extracted the shape from that. The fact that there was no extra details meant that it was fairly easy to sculpt.

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.
THE LAST OF US
(image found)


Monday, 16 March 2015

eyes

(Final rendered image of the eye in Maya with the two maps applied)

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.



Skin texturing

I used this tutorial to help me create this skin


Here is the textures applied to the model.
To add the finishing touches to the skin, I went about blending in some freckles around the nose area turning down the opacity while using the blend mode, and for the veins the main focus was around the arms and neck area to further the realism of the model.
To add that extra roughness and pore details to the skin I used these textures below, tiling them until they filled the whole map, but to make sure they didn't look out out place, I used the blend mode and lowered the opacity of these textures.



At first I started off with just the texture map below to which as you can see doesn't have much detail at all and just the basic skin colours. To get to the stage to which you can see above  I went through a process of  blending in the displacement and normal maps in Photoshop achieving more realistic results.

Here you have the model with the skin textures applied in Maya, there are a good range of colours around the body to show blood, but as you can see there aren't enough details on the skin yet and it looks too smooth.

Thursday, 5 March 2015

working on sculpted detail of the body

When sculpting on my character, I thought what would be the best areas to make more defined to get finer details. I started off by defining the stomach in higher detail, with the key areas being the centre line running down the chest and stomach, Also the curves towards the abs and the belly button.

Other key areas included the knees and elbows to add further defination