Tuesday, 28 April 2015

finals





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.

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.
File:Leather.jpg
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.
fashion-leather-diesel-men-workmate-boot.jpg
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

For the metallic shoulder pad  I wanted to create an object to which was fairly simple and didn't have any complex patterning, But could still be defined as a shoulder pad. The process for this was fairly simple because it was just a case of extruding over my extrusion creating that layered look. And to Finnish off  I just added very subtle  bumps to the shoulder guard painted it a metallic silver.
(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

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.

The same as the rest of the objects created on Zbrush, I used the zremesher to lower the topology on one of the T-shirts and from the high-poly T-shirt I projected those details onto the the low-poly T-shirt while dividing the geometry each time. I went through a process of this three times to achieve the look of the high-poly