Next I went onto creating my character. Because we had so much to do in such a short time with this project, we didn't get much time to create and design a character. I had to quickly draw up a turn around so I could go straight into modeling.
I spent a lot of time in Maya on my low poly model. ( probably more then I should have) I really enjoyed the form making and the fact I was creating something entirely my own. I tried my hardest to keep the model clean and neat so when I got to high poly sculpting, it would subdivide nicely. I had some trouble around the jaw, neck and shoulder area and spent a lot of time deciding where edges needed to be and how I could create that without causing other problems like tris. After modeling a whole body for the first time, there are definitively different ways I would go about things now I know how they should be. I wanted to go straight into modelling another character once I had finished this. I was happy with how it turned out and really enjoyed creating it.
Next I moved onto high poly sculpting in Mudbox. I have a lot of fun in Mudbox because I don't have to worry about a clean wire frame. I got to add all the little details I wanted and also add the texture and secular shading. It was fun to play with different material textures and the brushes to create different effects. Sculpting is something I would like to spend more time practicing at as I really enjoy it.
Here are the maps for the model (created using mudbox)
Texture Map |
UV Map |
Displacement Map |
Normals Map |
AO Map |
Spec Map |
Deformation test of rig:
I would definitely like to work on my rigging skills in the future. I think it will help me a lot as a secondary skill to animation. I love the idea of being able to design, model, rig and then animate my own characters.
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