Skip to main content

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

Comments

Popular posts from this blog

Nomad Production: Finishing Touches

Session Notes Taking a moment to resume progress with the character I have made sure each part of the model's vertices, uv mapping, textures and topology areas clean and organised as possible before attempting to pose the character in Zbrush. using a plugin named Transpose However, while successfully importing a clean model of my character into Zbrush using the spheres to rig the character proved challenging considering I am still new to some of Zbrush's features and thus proved far too time-consuming for the academic deadline. Nevertheless, I have downloaded KeyShot 5 and attempted to render features of the nomad such as the tribal mask and truly show it off by making the render look as detailed as possible. Browsing ArtStation once more and observing others renders I pasted and edited a lovely forest green grunge background along with applying subtle lighting effects I learned from Photography to create a colour and vibrant render sheet. Henceforth, after combini...

CG Character Development Session 46

Session Review Figure a Following on from the previous session, over the past week I have proceeded to create a series of my own texture in order to replace most of the ones I located across the internet in order to avoid plagiarism and make the nomad character as authentic in its production as possible. Figure b Moreover, considering that my other classmates have applied bump maps to their characters in order to add definition to their character's clothing. I recalled a free piece of software known as "Crazy Bump" which is a quick and easy way to create bump maps from image files. It is also worth mentioning that when applying the bump map that the type of bump map is set as shown in figure a.  The reason I chose to use my map as a "Tangent Space Normals" is because to my understanding from the tutorial it is normally used for standard game models according to the instructor. Additionally, the bump maps have applied a tremendous amount ...

CG Character Cont'd Development 3

Session Notes Resuming progress with the new nomad head model. I finally adjusted my reference image to have accurate measurements for the eys, nose and lips in order for me to accurately use the tutorial and model a geometrically clean head. (figure a) Figure A Furthermore, during the past sessions of creating the old nomad model I found the tutorial by James Taylor to complicated to follow although using cylinders to create the eyes and mouth area is a faster and more efficient approach to creating a loy poly character head. (figure b) Figure B Interestingly as I slowly adjusted the vertices for the second cylinder to form the lips. The multi-cut tool (figure c) as used in James Taylor's guide, was extremyl efficent at creating intricate edge loops. Figure C However, I had to delete some o the additional vertices the tool created and simply reconnected the vertices together in order to form a clean line with three verts on each lip line. Referances https...