Showing posts with label Jack Wallace. Show all posts
Showing posts with label Jack Wallace. Show all posts

Wednesday, 29 January 2014

Near final character models

These are the near final characters, the next stage is texturing and I have to make finishing touches to the hair of each character.





This character is bald right now, because his hair has more complicated topology, so it's taking a bit longer.


Saturday, 7 December 2013

Character Update - Alphonse


I started on Alphonse in maya then moved into 3D coat, re using some of the previous models features I was able to get a much quicker turnaround on the character, he is not far from done now.

Wednesday, 4 December 2013

Simon Character Update

It's been a while since I updated with the character progress. Here is the near finished version of Simon. He has taken a while to get to this point, just a few things such as finger tips and ears, also his hair and eyes to do. Now I have this base mesh the turn around for the next few characters will be much faster.


I have done three passes for this these being:

  1. The main beauty pass, with just toon colour, lights and shadows.
  2. The Ambient Occlusion
  3. The contour line pass
with just these three passes all together I'm getting a nice look to the piece, compared to the beauty on it's own.

Here is the breakdown on some primitive objects:


Thursday, 10 October 2013

Character Model - Update 03

I decided to take the model I made in Maya and voxelize it in 3D Coat as there were some issues with anatomical proportions on the face. It was easier to fix them in 3D coat as that's what the next stage would have been anyway. After import and a bit of editing I had this model:


I had moved around some of the features to make them more like how we wanted the character, then I started adding more details, which were more detailed ears, eyelids, and eyes. I did this in 3D Coat's surface as it is easier to add little details. Here what I have so far:

Just need to finalize details on the body and add hands and hair, and then I can retopo and paint textures for him.


-Jack

Tuesday, 1 October 2013

Character Model - Update 02

Just spent a few hours detailing the head - most of the time I spent around the eye area, which I still need to change.

I know he looks a bit creepy right now, and there is some weird deformation around the cheek area, but I will get to that when I next work on him. Also the ear needs work - I'm thinkiing I might re-do it if I can't get it looking correct.

Overall I think he is coming along nicely.

-Jack

Monday, 30 September 2013

Character Model - Update 01

This is what I have of the the older character so far based on David's designs. It's taking longer than expected to sort out the polygon edge flow so the character can deform correctly when animated. I'm glad to have started early and now know how to work with the second character when I get to him.



The edgeflow is mostly sorted with the character. As you can see in the picture at the top, the character's head is detached from the body. This is for ease of both me and the animators: I can separately detail and texture the character's head when I choose to take it to a sculpting package; and for the animators, this is easier if we want to use blend shapes for facial expressions as they can export just the head and tweak, then re-import a different head with different expressions, making the pipeline a bit easier.

-Jack

Sunday, 1 September 2013

Material Tests 01

I've done three different render tests:




Testing different materials, from right to left: glass, metal, wood, rock and vegetation/plants. These all are made using MIA_Material_X. The plant shader uses Skin Sub Surface Scatter material.
The last two pictures have a 3-point studio light setup.

-Jack