Tuesday 30 October 2012

The Progress Marathon #8

Symetry Hatred!

So my model wasnt symetrical, and that isnt good, so i had to fix it, Simon shown me a way at the end of the lesson which was the 'Smart ReSym' and that failed.. really bad..
Then I expreimented with other ways, mirroring which obviously didnt work, then i tried the option underneath 'Smart ReSym' called well.. 'ReSym' and well.. here are the results..

Here is what Smart ReSym does..



NOW CLEARLY I cant use that.. so thats what made me experiment, the reason for this is because of how large the poly count is and as it is a unified skin I cant drop the Sub Divisions. so this is what unfortunetly happens, after having to wait between 15-25 minutes this was the outcome, now here is the outcome I came out with and continuted to use..



Yep.. Not great but I dont have much of a choice, this is what happens when you use ReSym.
I smoothed all of the points down and what happens.. ITS STILL NOT SYMETRICAL! Because smoothing it made it thinner on one side and wasnt very effective, so I done that and found out it wasnt even completely successful, and I lost all of the little detail I had, even things like the teeth.

The Progress Marathon #7 Refrence



And..

SIMON RAVENHILL
SIMON RAVENHILL
SIMON RAVENHILL
SIMON RAVENHILL
SIMON RAVENHILL
SIMON RAVENHILL
SIMON RAVENHILL
SIMON RAVENHILL
SIMON RAVENHILL

The Progress Marathon #7

Anatomy Redo!
Fail..
Thats me..
I Fail!
I believed I was at the final stage on my zBrush model, but I couldnt be more wrong. At college I asked Drew and Simon to look at my work to..
1. Tell me how to colour.
2. Give their opinions on if I was read to.

The first point went fine, i now know how to colour in zBrush; although they didnt believe I was nearly ready to colour. So they attacked me WITH KNIFES AND EVERTYHING?! Na they didnt :) they explained all the currently problems with the model, the main problems were the anatomy, certain muscles wasnt right and other things like the width of the chest and torso, Simon stayed and gave me a demo on fixing alot of the issues they spoke about, the demo shown me Simon repositioning the head, correcting the muscles nack and shoulders, changing the head and well basically fixing it all. unforutnatley when he came to save it it crashed.. and it deleted the model.. This happened towards the end of the lesson, there was also the problem of the symetary BUT that will be a seperate post.
Within this post I am going to show all the progress and what has changed in the anatomy and other things as when i got home from college I tried to recreate the anatomy using more refrence and also going off what i remember Simon saying and watching him do. So let me get on with it :D.

Here was my model.

 Before #1
 After #1
 Before #2
 After #2
 Before #3
After #3
 
So what I have shown here is the old model and now my most recent model, the old model i am showing is marked with 'before' and the new one is marked with 'after'. On the 'before' one this is it before it had alphas as I save all files with a new name. So currently I am working on the arms. What has changed in this photo is the head possition, there is a small amount of work on the chest and back but this is just increasing the size to make them more accurate. The base of the new work has been done on the arms. I had Simon explain a lot of the muscles which I didnt know and was very helpful as my refrence wasnt that large of a help as well. He explained how the deltoid (shoulder mucle) comes down other than just being a ball, how the tricept is 2 seperate msucles and a lot of more muscle names I cannot remember but was able to remember him sculpting them. With the head moving I have moved the collar bone lower, The shoulders look a lot better as the final 2 images show, it looks more natural and realistic. Simon also explained how the arm needs to rotate. i have moved the elbow but havent twisted the hand/ wrist yet. This will be done, There is alot more to be done but I am happy with the leap it has taken. The arms have increased in size making the poportions better and giving it a more 'bulky' look. It makes it look more realistic as the stance of the creature would need it to have strong arms.
The refrence will be shown in the next post.
Also the symetry problems will also be shown.
OH and yes.. the ponytail will be moved :)

Sunday 28 October 2012

The Progress Marathon #6

The progress marathon continues! And soo close to the end as well as I only have (If I get the all clear) the colouring to do!
So as alwyas we will jump into it.





SOOoooOOoOOooOOoo Here is my current model, now as I said in my previous progression post I mentioned how i only have alphas and colour left to do, so here are my alphas! I will show what each of them are but WAIT! Theres not much explaining that can be done, but from what can be said, i used a standard skin texture for the whole body (except exposed bone) but i added another rougher skin texture onto the shoulders and surrounding all the exposed bone except on the face. This isnt easy to see but im hoping when I colour the model it will look more visible. Ive also added a concrete alpha for the exposed bone which is on the face, knees & elbows. For the hair I used the beard alpha and followed the way the hair moved. With the bands in the hair I used a certain skin texture, the texture is hard to explain but will be shown underneath. Other than that there isnt much more to say on the progression of the alphas.
So let me move on and put in all the alphas I used.
NOTE: In a previous post i mentioned how I was going to look for new alphas, I didnt as I was ahppy enough with the alphas I already had.






I will go from top to bottom and say what they are used for:
Skin - Used for the base for all the skin.
Burnt Skin - Used for the bands arround the hair.
Rough skin - Used for where i needed the texture of the skin to be more rough, the intensity was also increaed.
Beard - Used for hair.
Concrete - Used for exposed bone.

So their are the alphas and their uses :) detail is still visible within the model (veins and small muscle groups) which is why they were created larger so this worked to plan.

Wednesday 24 October 2012

Alpha Test #2

Here is the second set of alpha tests I done.





OKAAAY second test alpha set!

here is the alpha for this text, it looks okay, prefer first tests skin but this could look nice when added on, i got a set of this alpha with only slight differences.
 here is a different veriation of the texure, little difference it noticable.
here is the final variation. they all look the same in my opinion but using multiple alphas could give a different feel to the model.

here I used concrete for the bone, it has cracks and had a dry hard look that i want the bone to look like.


here is the test for the hair, this works but underneath i have already used the rake tool to make an hair effect so what is visible isnt completely the alpha.

I havent desided on what alphas to use yet and there is a chance i will continue to look.

Alpha Test #1

As I am an idiot I didnt mark what alphas was used for what test and the different times they were tested so.. well I cant show what alpha done what unless I can tell visually.

Here are all the alpha tests I have done.





IM NOT AS STUPID AS I THOUGHT! I did name the tests different names. So here are all of the first test at once, I will now break it down and add the alpha used next to it.


Okay the first one uses this apha, it is elephant wrinkles! as i was just testing i put them over the whole head this wont be what will be used as it doesnt give the feel i am aiming for.

Here is the standard skin texture, this might be my base, this is also wrinkles but it gives a good effect as its complete skin.


This image uses both the the alphas, this will be done but not using these alphas.

Here is a rougher texure which i added to the body and increased the intensity to suit it well, i like the look of this but am still in search of a better base body.