Thursday, March 17, 2016

BSA226, 3D character proposal, 17 March 2016

all materials will be in fishbowl from 12 on.  All boards must be on display in RAW gallery by 5 pm Friday.  5 cm between each row across and 2 cm between each row going down.

For this afternoon,  prepare 1024 by 1024 at 72dpi image of side and front view turnarounds of the character.  Today, we begin to model the character in 3D!
save each front and side Tee figure into source images folder Peddler folder as a Targa, 16 bits, in Maya.

Make new shortcut tools on the menu bar by finding your tool and then hitting shift control left click and it will show up on the menu bar.

NEVER copy and paste, only control D to copy things because copy paste will bring in weird baggage.  It's unfixable if you copy and paste.

Don't put anything on lambert one
shortcuts in Maya, so you can quickly cycle through things during the build
1- as it really is
2- proxy smooth
3- real smooth "Catmull smooth node"
4- wireframe
5- materials
6 textures
7- lighting

Two kinds of builds: hard surface and organics.  Hard surface is for robots and organics moves like human skin.  Economy of polygons to get best possible shape, volume and nicest animation are key points to think about.  Intelligent use of topology.  The workflow we'll be using over the next few weeks is modeling, which starts with base mesh build moving to detailing like clothing, then high detail build in mudbox and zbrush.   Maps are used to cheat high details back into maya.

Base mesh must be ready before next week for next lesson of hands and face, possibly clothing.


Fix T shots by making them symmetrical!  Reload as textures into Maya.

first attempt at creating a torso from the Tee sides and front guides.
Neither of which are symmetrical and therefore mostly useless.  

The cleft that developed, and my inability to fix it, left me no choice
but to add on a separate shape to make the head.

You can better see the weird "chest ridges" that have
formed because of too many divisions.  

I've accidentally drawn up the vertices? instead of the faces, which
causes the head to collapse when smoothed.
character building tutorial



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