Skip to main content

CG Character Development Session 43

Session Review

It is worth mentioning that I will not submit as many frequent logs as usual, Instead I will simply submit a production log for each major discovery or change has been applied to the nomad character.

With hthat clarified, this session continued after the vents of the last session and I proceeded to merge the new model together and work on the mouth area of the model.

I proceeded to observe the modelling techniques in another tutorial by Ryan Kittleson and continue to use the Hulk character rig a further reference and I realized in order to create a more relaxed and more organic lips I had to pull the upper lip down an the bottom lip upwards.

I find the new mouth as shown in (Figure 1) to be more aesthetically pleasing to my artistic eye and with enough room from the lips to the nose allows an animated nomad character to freely move his lips.
Figure 1

In addtion, I retunred to the ryan kittleson turorial on lynda.com in order to use his merthodfs for creating trousers ands apply it to the creation of a new loin cloth woven from the characters legs. This method was allot more efficient  and the final results (figure 2) after comparing it to the previous cube loin cloth is much more aesthetically pleasing to the eye.
Figure 2

Furthermore, I continued to create additional assets  such as the two blades along the nomads left gauntlet. Both were simply to edited cylinders and was inspired by the methods of Christian Bradely from lynda.com and his Minotaur tutorial as shown in figure three.

(Figure 3)


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...

(OLD) CG Nomad Final Session Log

Session Review During the events of this final academic session of the nomad, my current concentration was focused on applying more detail to the nomad's helmet and creating a new skin texture. Moreover, the reason for me creating a new skin texture from the previous face skin was because of the previous skin had a harsher completion on the character and a fellow classmate found it unnerving. Moreover, browsing through my photography CDME module folder, I used a portion of my skin an d re shaded indigo in order to create a smoother and more tillable face skin for the nomad. I must say I was very impressed with the quality of detail with the final skin render (figure a). Furthermore, returning to the class I continued to face difficulty successfully, uv mapping the characters head.  However, thanks to constructive criticism from both the lecturer and fellow classmates I proceeded to follow a tutorial from Vimeo, which I personally felt was much simpler to follow a...

CG Character Cont'd Development 4

Session Notes Reluctantly resuming progress with the modelling of the new head. I have only just discovered that shift right click grants me quick access to useful tools throughout the tutorial such as "Multi-Cut" and "Connect Components". (figure a) Figure A The following week later I proceeded to craft the vertices of the eye cylinder and forming the outer circle of the eye the "Oculus Orbit" was tedious (figure b) . Since my side reference was not completely accurate despite my measurement lines aligning perfectly in adobe photoshop. Figure B Moreover, after slowly transforming my cylinder into an eye I was confused once I had to refine the edges with the "Crease Tool". In order to smooth down the inner eye-ring, I had to drag the middle mouse button while the crease tool was selected. Also as a small temporary note, I will make sure all of my written production logs are coherent and readable once each project is brought to...