We are at the end..
Its like having an amazing games campaign..
Then that main character dies..
And you cry..
And wait years for the next one..
AND FIND OUT ITS A SPIN OFF :@
WELL NOT HERE!
There will be NO spin off!
okay enough babel.
The project is over, lets just overview the project without going on paragraph armies.
BUT first, here is my finished zBrush.
THATS ALL YOUR GETTING!
I know I know you want more but Santa doesnt always get it right.
So there is my final zbrush high rez thingy-ma-bob. The only change since the last post was the alphas, this uses only 2, a skin and hair alpha. Looks pretty sick! Well i think so -_-.
Well after all the work was done, we had to upload it. This failed! It just wouldnt work! Matthew and Christie Stayed for like another half hour trying to get it to upload. I exported all the models I was sending off as .OBJ's. I wanted the game rez, high rez head, original anatomy and final anatomy to be marked. So there was 4 exports, all worked fine, I put them into maya to see if they were okay, they were all fine, expect for the high rez head. It just gave me a error message at the bottom, Matthew tried to help but couldnt get it to work in Maya so he tried 3DS Max and it imported, so he then exported it from 3DS and it put it into Maya and it still wouldnt work, so GOOD LUCK! Then we had problems uploading, we spent time trying to get it to work but none of them would upload, eventually it did but we was originally in internet explorer, Christie suggested using firefox and it worked, although the upload then took AGES! But eventually it worked, visible to only Matthew and Drew. So thankyou to Matthew and Christie for getting it all working and uploaded. In total all the work I aimed to hand in was all completed. the retapologized model, high rez, anatomy, phyical model and blog. The phyical work will be given in on monday (drawings and physical model) ALTHOUGH I didnt paint my phyical model and if I am given the time on monday (which is unlikely) then I will.
Here is the end to another blog.
(And hopefully another A! Thats is if I got one before)
Please feed my fish..
36 posts; HAVE FUN READING THEM!
Seriously though feed my fish..
Saturday, 10 November 2012
Thursday, 8 November 2012
Physcial Marathon #5
OKAY! So im back on this! I done phyical work today, here!
I didnt take photos throughout today so yes.. its this messy, BUT WITH GOOD REASON, we have no grey stuff, so we have to use green stuff which was easier for finer detail anyway, this is skin wrinkles and yeah making it look like skin, covered the model in strips and to give them a more smoother feel and look i made a thin layer of green stuff and used that. this looks better then the lies of the image :( but still needs some work, Simon gave me this smoothing tool which had like a rubber tip and my god.. it was SO USEFUL! allowed me to smooth out and define the wrinkles. Woo.
I didnt take photos throughout today so yes.. its this messy, BUT WITH GOOD REASON, we have no grey stuff, so we have to use green stuff which was easier for finer detail anyway, this is skin wrinkles and yeah making it look like skin, covered the model in strips and to give them a more smoother feel and look i made a thin layer of green stuff and used that. this looks better then the lies of the image :( but still needs some work, Simon gave me this smoothing tool which had like a rubber tip and my god.. it was SO USEFUL! allowed me to smooth out and define the wrinkles. Woo.
The Progress Marathon #11 Refrence
Refrence for all the beauty before you!
For the teeth 'der'
Wrinkles for the skin stuff.
For the teeth 'der'
Wrinkles for the skin stuff.
Alpha Test #3
I was finding it hard to work so I played about with the alphas and before I done real work this is what i got.
This uses SOOO many of the alphas shown before, elephant wrinkles around the eyes and nose, normal wrinkles of the top of the head and different skin and concrete textures.
yeah.
okay
bye.
This uses SOOO many of the alphas shown before, elephant wrinkles around the eyes and nose, normal wrinkles of the top of the head and different skin and concrete textures.
yeah.
okay
bye.
The Progress Marathon #11
OMG I Wouldnt have guessed I would STILL be in zBrush working my ass off.. well I am soon going to have to say bye to this blog, final day is tomorrow (friday) so I NEED to do spam loads of my blog and go bed and its already 01:00 (sympathy marks)
Okay lets get underway!
So the previous post showed i finished my retapology, well.. I now have to make it into a high res model, so its gotta look all pretty, I will show milestones and speak at each one other than one large paragraph at the end.
Just to say now.. NO CAPTIONS! I havent got the time :'(. Okay so this is the first save after my model was retapologized. Not a lot is different here, the model was tidied up about, making an area for the mouth and making making the jaw more visible; but the main step was the teeth, these teet hare insane.. 98k+ points -_- like come on! but yeah i understand why, there isnt a limit as this would be projected onto a low rez model suitable for a game engine. Simon demonstraighted the teeth, and the internet at college needs to be fixed.. pelase.. EVERYTHING is blocked! words like 'teeth' 'anatomy' 'muscle' like we need them! (& yes im on the right proxy) anyway yeah, teeth, these are all indiviual and tried to be as real as possible, at the stage of this muscle their is only 1 'fang' tooth, but there will be 2 in the final model.
Here I was aiming to make the base head itself better not just one area, so the nose and horn have been done, there is more structure to his jaw and side exposed bone, there is also head definition but very minimal. The largest change as visible by the final screenshot is the hiar, this isnt finalized but this is a base for it, to the same standard it use to be (yep.. it really was THAT bad before), I gave the band in the hair some detail but not to a large amount once again, I also tried to make the twirl in the hair more visible, this worked but stil needs alot of work done to it, the teeth havent been touched from the previous model.
Now i dont like this part.. the part with bad news.. My model turned bad :( I had already done the top teeth and gums and was happy and was making the bottom, i saved and when I came back its top teeth and gums wasnt visible, the layers are there but they are just empty! and I didnt have the time to ask a tutor, I searched it opn the internet and had no luck, so I had to redo them, kind off, The teeth were already saved in a seperate file and i just remade the tooth that got lost and remade the gums, although its not to the same standard it was before it will be. so yeah.. suiciding models.. not fun..
Teeth are back! and now you can see a happy smile! the teeth have now been done, all uniqe wish seperate markings and cracks in them, nothing other than the teeth is new in the model.
Teeth and gums, here is a close up, the gums have been remade on both but this means I will need to ajust the lips for the sake of protecting the gums. I beleive they are all correct size.
ANNNNNNND! Here is my current model, BO-YA (ish) the teeth remain the same from the last one (so i ahve no idea why i am showing you them again) but the head has changed, i made the horn into a seperate subtool and have made the nose more detailed putting excess skin around them, I then added some skin detail. This is just skin and wrinkles and not the final level of detail but is the starting point for it all. Yeah hoping to next post hope you read me soooooooon!
Okay lets get underway!
So the previous post showed i finished my retapology, well.. I now have to make it into a high res model, so its gotta look all pretty, I will show milestones and speak at each one other than one large paragraph at the end.
Just to say now.. NO CAPTIONS! I havent got the time :'(. Okay so this is the first save after my model was retapologized. Not a lot is different here, the model was tidied up about, making an area for the mouth and making making the jaw more visible; but the main step was the teeth, these teet hare insane.. 98k+ points -_- like come on! but yeah i understand why, there isnt a limit as this would be projected onto a low rez model suitable for a game engine. Simon demonstraighted the teeth, and the internet at college needs to be fixed.. pelase.. EVERYTHING is blocked! words like 'teeth' 'anatomy' 'muscle' like we need them! (& yes im on the right proxy) anyway yeah, teeth, these are all indiviual and tried to be as real as possible, at the stage of this muscle their is only 1 'fang' tooth, but there will be 2 in the final model.
Here I was aiming to make the base head itself better not just one area, so the nose and horn have been done, there is more structure to his jaw and side exposed bone, there is also head definition but very minimal. The largest change as visible by the final screenshot is the hiar, this isnt finalized but this is a base for it, to the same standard it use to be (yep.. it really was THAT bad before), I gave the band in the hair some detail but not to a large amount once again, I also tried to make the twirl in the hair more visible, this worked but stil needs alot of work done to it, the teeth havent been touched from the previous model.
Now i dont like this part.. the part with bad news.. My model turned bad :( I had already done the top teeth and gums and was happy and was making the bottom, i saved and when I came back its top teeth and gums wasnt visible, the layers are there but they are just empty! and I didnt have the time to ask a tutor, I searched it opn the internet and had no luck, so I had to redo them, kind off, The teeth were already saved in a seperate file and i just remade the tooth that got lost and remade the gums, although its not to the same standard it was before it will be. so yeah.. suiciding models.. not fun..
Teeth are back! and now you can see a happy smile! the teeth have now been done, all uniqe wish seperate markings and cracks in them, nothing other than the teeth is new in the model.
Teeth and gums, here is a close up, the gums have been remade on both but this means I will need to ajust the lips for the sake of protecting the gums. I beleive they are all correct size.
ANNNNNNND! Here is my current model, BO-YA (ish) the teeth remain the same from the last one (so i ahve no idea why i am showing you them again) but the head has changed, i made the horn into a seperate subtool and have made the nose more detailed putting excess skin around them, I then added some skin detail. This is just skin and wrinkles and not the final level of detail but is the starting point for it all. Yeah hoping to next post hope you read me soooooooon!
Monday, 5 November 2012
The Progress Marathon #10
Woo! Double digits! We are moving up in the world!
retopologizing. Oh the joys -_-"
Lets Begin!
Prepare.. For..
IMAGE SPAM!
#1
#1
#2
#2
#2
#2
#3
#3
#4
#4
#4
#4
#4
Okay im getting tired and that makes laziness, so the hash-tags represent what images are linked, they are in order but vary the amount of screen shots taken for each one.
So this is retopologizing. let me just explain what that is (although I know you already know YOU TAUGHT ME IT!)
This process is using for making a model be more easy to add finer detail into and also making the polycount lower so it is possible to run in a game engine (their may be other reasons but none I am aware of) and the reason I am retopologizing is for both of these, to add that detail on and also to make it a game rez model for certain criterias for this project.
Now let me QUICKLY explain how to do this. first you need to select a new tool (not on your model) and choose the 'zSphere'.
Next go down to 'Rigging' on the right hand side near the bottom and choose to 'select mesh' then choose the model you want to retopologize.
In different versions this looks different but what will definetly be there is the zSphere and the model seperate. what you then need to click is 'topology' this is directly underneath the 'rigging' option and pick 'edit topology' and what should happen is the zSphere will go and the model will become a slightly darker shade then the default colour. This is when you can start.
If your model is symetrical this is quicker, if so turn your symetry on (shortcut X) what you now do it make lines connect to make shapes which get automatically filled, it is strongly adviced you use quadrilaterals, where you click with the mouse makes a point. the points automatically lock onto the height of the surface you are putting it onto. Another word of advice is that making triangles may cause the model to 'pinch' so try avoid making trinagles also. There are a few things that might also be helpful to know. If you want to start in a new section or a different point click in empty space to deselect the current points; if you click on an empty space then try connect it to a point after it wont work, you need to select the current point first; the larger your brush size will increase the amount of points moved at once; points are moved by simply clicking the move option beside the draw one about your canvus; to preview the work you have currently retopologized choose 'adaptive skin' and click preview, at the side is it possible to increase the density of the model preview; to apply the main models detail and information onto your retopologized work then go onto 'Projection' and click projection, increase your density in adaptive skin (4 will be okay) and click preview. Finally when you save the model the zSphere will become seperate, when you open it back up or after saving wish to continue working click on 'topology' and 'edit topology' and the model will be back to normal.
Okay so yeah this is LONG! also very useul, I have problems with the symetry of my model and can only work on one side of the model which is correct while the other wise is 'pushed out' as the model itself is too thin on that side. Originally I was going to do a full body retopology of my work but due to time am only doing a V bust showing the head and neck going into a 'V' with part of the shoulders and back.
retopologizing. Oh the joys -_-"
Lets Begin!
Prepare.. For..
IMAGE SPAM!
#1
#1
#2
#2
#2
#2
#3
#3
#4
#4
#4
#4
#4
Okay im getting tired and that makes laziness, so the hash-tags represent what images are linked, they are in order but vary the amount of screen shots taken for each one.
So this is retopologizing. let me just explain what that is (although I know you already know YOU TAUGHT ME IT!)
This process is using for making a model be more easy to add finer detail into and also making the polycount lower so it is possible to run in a game engine (their may be other reasons but none I am aware of) and the reason I am retopologizing is for both of these, to add that detail on and also to make it a game rez model for certain criterias for this project.
Now let me QUICKLY explain how to do this. first you need to select a new tool (not on your model) and choose the 'zSphere'.
Next go down to 'Rigging' on the right hand side near the bottom and choose to 'select mesh' then choose the model you want to retopologize.
In different versions this looks different but what will definetly be there is the zSphere and the model seperate. what you then need to click is 'topology' this is directly underneath the 'rigging' option and pick 'edit topology' and what should happen is the zSphere will go and the model will become a slightly darker shade then the default colour. This is when you can start.
If your model is symetrical this is quicker, if so turn your symetry on (shortcut X) what you now do it make lines connect to make shapes which get automatically filled, it is strongly adviced you use quadrilaterals, where you click with the mouse makes a point. the points automatically lock onto the height of the surface you are putting it onto. Another word of advice is that making triangles may cause the model to 'pinch' so try avoid making trinagles also. There are a few things that might also be helpful to know. If you want to start in a new section or a different point click in empty space to deselect the current points; if you click on an empty space then try connect it to a point after it wont work, you need to select the current point first; the larger your brush size will increase the amount of points moved at once; points are moved by simply clicking the move option beside the draw one about your canvus; to preview the work you have currently retopologized choose 'adaptive skin' and click preview, at the side is it possible to increase the density of the model preview; to apply the main models detail and information onto your retopologized work then go onto 'Projection' and click projection, increase your density in adaptive skin (4 will be okay) and click preview. Finally when you save the model the zSphere will become seperate, when you open it back up or after saving wish to continue working click on 'topology' and 'edit topology' and the model will be back to normal.
Okay so yeah this is LONG! also very useul, I have problems with the symetry of my model and can only work on one side of the model which is correct while the other wise is 'pushed out' as the model itself is too thin on that side. Originally I was going to do a full body retopology of my work but due to time am only doing a V bust showing the head and neck going into a 'V' with part of the shoulders and back.
The Progress Marathon #9
Here is a continuation of my anatomy!
And the last stage in the fixing
Now see my NEW anatomy!
I will show 3 different stages of the anatomy evolution.. kinda. Well it will be the final proccess, during proccess and before process.
And the last stage in the fixing
Now see my NEW anatomy!
I will show 3 different stages of the anatomy evolution.. kinda. Well it will be the final proccess, during proccess and before process.
Final Process 1
During Process 1
Before Process 1
Final Process 2
During Process 2
Before Process 2
Final Process 3
During Process 3
Before Process 3
Final Process 4
During Process 4
Before Process 4
Okay, so here is all the images I am currently showing. Im not 100% sure on how to write this so i may do it in paragraphs explaining the difference about the one before, this can only be done about during and final because there is no image shown for before the process and that would be irrelivant at this time.
During: So here I will write about the conparison between the model during the process and the model before it started. Firstly I will speak about the arms, this is the main change as they have became a lot more accurate to the muscles and generally looks better. They have also increased in size which makes the model look more realistic and gives it the feel that it could (in some messed up way) be a real creature. The head placement has also changed, this has been done as the original head possition was too up-right which would have been straining to the neck of the creature. The final main difference to the before and during models is the chest, the chest has increased and became more accurate to the chest of a human as the chest is connected to the shoulders. The front half of the creature has increased in size of muscles and makes the model look stronger and more able to support its own weight as before it looked too skinny to do so although that was previously the aim.
Final: Here I will compare between the final model and the during model. The arms had very little change to them just a few minor tweeks while the head had no tweaks done to it however the rest of the body is what had made more of a change, this is most visible in the legs and back, the back has increased in size and using refrence make it more accurate the the muscles found in a guy who goes the gym too much. The back compliments the head and the angle it is at making the creature looking more intimidating with its 'hanging' body frame. The legs have had work done to them as well, they have also been made to mirror the muscles within a humans legs to some extent, this wasnt completely possible as the creature has inverted legs but still gives the legs a more believable feel. The tail has also been redone, this needed redo'ing as the tail was completely one sided. The tail has been redone and is symetrical. The abs have also been recone, this was the make them look less fake, some muscles had to be stretched as the creaute is longer then a normal humans but the amount of abs remain the same as before. but the muscles seem to 'gel' better together as the muscles surrounding the abs look more natural. There is still a lot of detail that has been lost but having minor detail gone over having a correct form is much less important.
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