Friday, May 28, 2010

Did someone say Normal Maps?

WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Frick yea! so, this is my first attempt and let me tell you I never dreamed of it being this cool! This was just a test. There are some problems with the normal map, but this is due to the fact that the HIGH REZ model which I used wasent rediculously high, the low rez model could use some more geometry to help the normal maps flow better, and the fact that my retopo was my first time ever and thus a few rough patches.

Apart from all of that!
you are looking at a model with only 3000 pollies! can you belive that! I cant.
Well I am super excited and very pleased with the amount of work I have gotten done today, massive learning curve, and the best part is Im enjoying every minute of it!

Team saturate FTW!


Yea so there ya go, this is my first attempt, and there seems to be some overlap which I will have to fix up, but yea there ya go.

UV's woo!

So the body is finally done, barley any stretching of textures on the entire surface. All of these UV's are on their own texture plane, same deal will go for the other 3 parts of his body


Yea so just been bustin out the UV's. Just got sneakers to fix up.
There are some issues with the low polly lineing up with the high polly but Im gunna do a test on the body with normal maps when I have finished the UV's.

Wish me luck :) Ill post the low poly body with normal maps if I get it to work, its gonna be sick!

Wednesday, May 26, 2010

Retopo has begun!

Retopo on the body is finally done!
So before I even took the body into zbrush it was around 40 000 pollies (thanks to the neakers).
But now after retopo its 2744, so render time should be lightning fast and there is still enough geometry for it to look sick!


EDIT: Had to restert the retop because of a number of reasons, the shoes almost killed me but I worked through them. There are a few triangles but hopefully that wont hinder the deformations. Ill keep workin!

Hey guys, the model is final complete (sorry it took so long) but I learnt sooo much while doing this.
So now Im working on the retopologising of the mesh! So that our charcater isent 1000000 pollies and more like 5000 for fast render and easy animation :)

Ill keep working at it and update when I have done some more.

Tuesday, May 25, 2010

Hair 2




Smoothed Normals


Smoothed


So the art director dident like the hair, because it made him look too mature and it was too detailed in comparision to the rest of the form. So I wipped up another hair do in Maya to get a less detailed and more sharp look.

Let me know what you guys think?

Kiddo got hair!


Hey peeps

Just finished the Jeans and hair on Kiddo, sorry this took so long, I have just been doing a lot of research into the retopo and normal maps for characters and such, and I ffeel I am on top of it now :)

Next up is retopo, UV's (send UV's off to Andrew) and then normal maps and rigging!

Hope you guys like!

Thursday, May 20, 2010

City Lights



just some stuff that ive been fixing up for the environment. had to re-size and scale the whole entire city so that if we use dynamics it would work properly. modeled some really basic pavement slabs. and threw on a simple concrete texture, not the final one or anything though. starting to reference everything in the scene and putting things in, then i will re-begin pre-viz.

Sunday, May 9, 2010

URGENTLY NEEDS TO BE DONE!!!

Hey guys I noticed that things are really behind at the moment, in our schedule we need to be animating in about 3-4 weeks...

-Andrew you need to get the spirit model (base) over to Emma so we can do the Previz (we cannot animate till we have that done)...
-Tom, you need to make sure the rigging and the UV are unwrapped properly on the kiddo before the end of Semester review..
-also Tom I need to know if you want me to do the rigging of the cop or where you going to be doing that?
-I have already talked to Emma about what else her and I need to be doing.

So by the End of Semester Review we need to have all the models complete, UV's unwrapped, Rigging done, and Previz complete...
then in the holidays we can edit rigging, start animation, and textures (so that's all the ZBrush stuff)... so if we don't have the initial stuff done we will be working twice as hard in the Holidays to get back on track, and I'm sure we don't want that :).

so lets totally work hard and get this done k. :p

Building robots :D


Here's the first shot of the lower portion of the spirit's leg. I've blocked out the rest of his form, but I thought I'd start from the ground and work my way up with the details. I'd do the detailed work in zbrush, but his lower leg has functioning pneumatic drives and moves entirely mechanically eliminating the need for painting weights. What a nightmare that would be!

Saturday, May 8, 2010

Metal fencing


just quickly started modelling the metal chain fencing which kido runs into in the alley way... these are just a few links and then ill dupilcate and merge them together to form a large fence.

Wednesday, May 5, 2010

Pigs with guns


The main baddy officially has a big gun.

Monday, May 3, 2010

Kiddo head change (less angular)

Ok so Andrew and I talked about the design of the head and we agreed to change it a bit, (Less angular and a few other small things). Andrew: I made the pupils cubes I think this looks pritty cool personally but we can talk about it later :).

Let me know your thoughts? This shit is fun as!


Sunday, May 2, 2010

Kiddo Update

Just another update, its great to put a face to the character now!
Hope you guys like it :).

BTW the eyebrows dont have to be there I just tried them out and found it added to the charcater and the eyes dont have to be glowing and blue.

Saturday, May 1, 2010

Kiddo Head


Heys guys!

Just another update (the head)
Woiuld have more done if maya dident screw up on me.
For a previously unknown reason maya would just lagg for ages and would eventually fix itself and become smooth again, I have spent hours over the last few days trying to fix it. Finally found the problem was Maya dosent like Duel screens, so its fixed now :)

More work to come!

Hope you like it so far :)