Sunday, July 22, 2007

Further Detail and Texturing


Not a lot to say, just put some eyes in. Learned how to apply different materials to different subtools. It was actually quite easy. I started adding some wrinkles and began trying to make the skin not look so much like plastic. Still have a little while to go...as usual...

Wednesday, July 11, 2007

Texturing the bust

I started texturing the face in ZBrush 3. I've been playing a little with material settings to get a semi-realistic skin shader. I don't think i can get the results that mental ray would, but its not too bad. I need to learn a lot more about the material section and metCap features that ZBrush has to offer. Lighting needs a lot of work, but i won't start playing with that until its time for my final render. I found a little trick too with rendering which gets rid of the aliasing around my object, it has come in pretty handy. So, It's getting there and I'm learning tons right now. I need to learn how to assign different materials to different sub tools. so, I'm off to figure that out now. Let me know what you guys think...

Tuesday, June 12, 2007

Concept Sketch


Heres the concept sketch I should have posted much earlier in this process...I had it drawn, just havn't gotten around to scanning it in...anyway, here it is.

Monday, June 11, 2007

hey, it actually looks like something...













Things seem to be going along smoothly. Today I did a little detailing on the hand. Takes quite awhile. Why do humans have to have fingernails anyway? And yes, he will have another hand. The other hand that is missing will be holding the needle that is pulling the thread from the set of wings that i have yet to model. I don't think they will be that hard to model. I think i am going to give him glasses as well...That is all for today, I still have tons of work to do...

Tuesday, June 5, 2007

Body Base Mesh and Images

I got a blocked model of Daedalus now. This is the base mesh that was created in maya. In order to make this base mesh I blocked in his body in maya, brought it into Zbrush and began to bulk it up. I used the move tool to help get the rough block into a pose to be able to create a mesh for the toga. I also included a reference picture of myself. Taking these where fun, gotta love being an art student.

Body Base Mesh and Images


I haven't gotten much further on detailing the face since my last post, but i promised a picture. So, here it is.






Sunday, June 3, 2007

I imported the head into ZBrush 3 to start detailing it. I feel like I am getting the hang of this. Zbrush is so intuitive and has immediate feedback from it's workflow. I dont have to spend hours moving vertices around in Maya. Which also reminds me, why doesn't maya have proportional modeling tools like Blender or something similar to the Move/Tweak Tool in Zbrush 3? Anyway, I am probably half way done with the head. I got all the proportions right in the lower subdivisions and then gradually stepped up through subdivisions. I am just starting on the bigger wrinkles and soon will be on to alpha detailing in other wrinkles and pores. I'm on subdivision 6 now at 1.7 million polys. That should be plenty for the amount of detail I want, but I am hoping to learn the new features ZBrush 3 has to offer: HD geometry, 3d layers, PolyPaint and transpose(now called the move tool). I'm also excited to alpha detail without having to use projection master. I dont have to deal with cleaning up all the artifacts that are left. Zbrush 3 is by far one of the best upgrades for software of this nature.

Furthermore, I blocked in the body, drew a concept sketch, and started porportionally modeling the arm/hand. In the next few days I'll upload some screen shots of my progress.