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Showing posts from November, 2015

CG Character Development Session 31

Session Review A comparison of the Nomads current head development. After combining the main body together last Thursday, I was determined to finish the creation of the ears since I found the production for the ears very tedious after following three ear tutorials both by Ryan Kittleson. However, I eventually returned to Kitlesons tutorial on lynda.com which was much simpler box modelling an ear and allot more detailed then the box modelled ear in the 3ds max tutorial.] Furthermore, applying additional edge loops to the head was fun since, the characters face began to form a more recognizable human male structure especially in the jawline and cheekbone areas. Moreover, I had to apply additional edge loops to the ear I created since I was not satisfied with he cartoon look of the ar and I had to apply more edge loops in the corner of the box and try and craft the box ear into a more complex piece of geometry. References https://www.youtube.com/watch?v=QcYrUHRIqsE

CG Character Development Session 30

Session Review Continuing from yesterdays session, I have created the eye sockets using the same techniques I followed to shape the mouth hole. Furthermore, I simply adjust the anatomy of the nomad body further by pulling in vertices along the chest area to create further muscle definition and make it look less weak and wimpy. Moreover, after following Ryans tutorial where he creates the box for the ear, i had to return to following the 3ds max tutorial and follow the steps to shape the ear In addition, duplicated the head I had so far and combined it with the African shaped head. References http://st.depositphotos.com/2036511/1987/i/950/depositphotos_19872483-Male-human-anatomy-and-muscles.jpg http://www.harvard-wm.org/organ-in-the-human-body-heart/heart-human-cryo-staining/ https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/Combining-separating-and-splitting-Combine-polygon-meshes-htm.html By Sebastian Jones

CG Character Development Session 29

Session Review  Throughout, this short session, U proceeded yo follow Ryans Lynda tutorial on how to make a head tutorial dn it was boring however after persevering snd getting on with production by creating the belt by duplicating he torso snd deleting the faces until only the waist mesh remained. `However, I had to use my custom split polygon tool nd th cut tool in order to create the box around the mouth as Ryan instructed. In addition, I had to import the same male head reference image I used to create the same loy poly head for the 3ds max tutorial in order to make sure I create geometry in its appropriate areas. In order to create the opening for the mouth, I consulted a colleague and they demonstrated I needed to create a second box around the mouth box in order to shape the lips, which was accomplished with a combination of tools found under Mesh Tools. The mouth was then extruded inwards on the left viewport three times and the third time it is scaled in order to mat

CG Character Development Session 26

Session Review Refining the Nomad's foot Continuing from Tuesday's session, I am applying further muscle definition to the Maya ninja model and cleaning up the topology of the 3ds max model. In addition, I continued to apply additional edge loops to the foot and used a male shoe reference in order to shape the feet of my model. Moreover, when I apply to smooth to the model as noticed today and last weeks class session the majority of the models heal is gone as it is smoothed. So in order to remedy that, I simply created more edges along the heel and pulled the vertices outwards to the right. Finally, I have copied the hand from the 3ds max model and simply snapped the vertices to the ninja's arm. ... Reference https://image.freepik.com/free-icon/human-shoes-footprints-shape_318-38220.png By Sebastian Jones

CG Character Development Session 25

Session Review Both models anatomy is starting to look satisfactory During yesterdays days morning session, I simply edited and cleaned up my original 3ds max model that was imported into Maya 2015 and considering my lecturer Jaime's demonstration of how the original model's shoulder was not modelled with rigging in mind which it wasn't. In addition, I have also successfully imported my current 3ds max head into Maya 2015 and strangely despite saving it as an fbx file like my other imports such as the original 3ds max male body it did not triangulate the geometry of the head. Furthermore, I applied more muscle mass to the Maya ninja model and used the original 3ds max male model as a reference. By Sebastian Jones

CG Character Development Session 24

Session Review Continuing from yesterday’s session, I have finally finished the nose instructions in the 3ds max tutorial; however, I have noticed while following the tutorial instructions I have created a few creating triangular faces.  So I will have to consult the Lynda character tutorial by Ryan Kittleson and see his methods of creating the head. If not I will simply clean up the topology of the head and make sure each face is a quad (square). Furthermore, I selected the second vertice on the bottom nose edge and selected a tool in 3ds max named Chamfer, which made a face a four-sided face out of that selected vertice. By Sebastian Jones

CG Character Development Session 23

Cleaning up more rouge vertices Session Review During yesterdays session, I continued my production of the low poly head and the reference illustration needed to increase the contrast of my reference images by forty since the illustration was to faint once I zoomed in and worked on areas such as the nose. Furthermore, I had to connect the three vertices located at the bottom of the nasal septum and connect them. Since the middle vertice, I inserted strangely created a mesh line in perspective view. In addition, after cleaning up rouge vertices, I pulled back the cheek vertice and it certainly made a difference because my viewports, in particular, the left viewport started to match the tutorial images. After editing the model I finally learned that the image in the tutorial instruction the instructor simply positioned the camera to look upward. By Sebastian Jones

CG Character Development Session 22

Session Review Returning to the nomads main body I certainly find creating arms using a cylinder to be much more efficient and easier. The reason being is since I can simply apply edge loops for each muscle area and scale the edges accordingly in order to match the reference illustration. In addition, I learned of two useful tools the first being "Freeze Selection" under the Modifier tab and this tool prevents the object from being edited any further. The second tool I learned is how to adjust and move the pivot point by holding or pressing D and then moving the pivot point accordingly. .... By Sebastian Jones

CG Character Development Session 21

Session Review Checking each view port in order to make sure geometry is smooth and clean. Returning to the human head I created at the start of September, I have decided to simply finish what I have already created and the instructions are simple to follow so once I have created and edited the low poly head in 3ds max it will be saved as a n FBX file ready for import in Maya 2015. Moreover, during this evenings session I have re adjusted the vertices and toggled out of the front view port in order to use my own common sense and observe whether the vertices along the head were evenly positioned and matched the front reference image without destroying the geometry such as the last I worked on step four of the tutorial. Furthermore, I decided to skip creating the neck in the 3ds max head tutorial because in the Lynda tutorial and ninja turmoil I am both following they simply just merge the head to the torso and as I tested last Tuesday in class as I merged the feet to the le

CG Character Development Session 20

Session Review Returning to the classroom I have had a tedious time trying to fix the topology of the foot I created yesterday. Despite the shape of the foot having a natural appearance some of the vertices were caving into each other and I have frustratingly create it several times. After spending some time deleting rouge double vertices on the foot, I concluded its creation by creating the toes. Moreover, my lecturer applied a greater clean up by stating I could use the merge vertex to fuse the rouge vertices into one in order to clean up the topology. Furthermore, in order to fill the hole of my foot the lecturer simply selected the Fill Hole tool under the Mesh tab. I have also considered taking different limbs from my 3ds max model and fusing it to this current model. By Sebastian Jones

CG Character Development Session 19

Session Review Connecting both ends using the  Append to Polygon tool During this afternoon session I learned a new trick as I continued to fix my characters box crotch if you select a vertice in vertex mode and hold the V key on your keyboard and drag it to another vertex using the move tool on the model then both vertices will align correctly. Furthermore I learned that the maya equivalent to the bridge tool from 3d studio max is called the Append to Polygon Tool which consists of you selecting the one edge of the model and clicking on the another edge to create a polygon that connects them together in this case. Extruding the legs for the character was interesting since I also discovered in order to straighten the extruded edges make sure the edge of the object is selected and use your scale tool and pull the green box until it touches the cyan box and continue doing that until the edge appears to be straight. Shaping the feet Overall I have learned allot of new tri