Skip to main content

Isaiah Ferguson Meeting: Correcting Nomad Ear Anatomy

Session Notes

Isaiah fixed ea and together we shaped the ear to appear as if it is par to f the heads anatomy and not glued on the side of the head.(figure a)

Figure A
Furthermore in the following "Worcester Week" a period free of  throat, chest and other areas that should display muscle definition. (figure b)

Figure B

However, out of curiosity, I attempted to permanently smooth the nomad body mesh in order to see if it would solve the UV mapping issue. Though this only resorted in the program Maya crashing. (figure c)

Figure C


....


Key Words

human male back muscles

Riddick

References

http://www.livescience.com/images/i/000/078/567/original/human-ear.jpg?interpolation=lanczos-none&downsize=*:1000

https://s-media-cache-ak0.pinimg.com/originals/f9/db/ef/f9dbef62fbfabd98bb1726e0be108ea9.jpg

https://s-media-cache-ak0.pinimg.com/originals/4d/8e/08/4d8e089a1a7c08b0a528679abd95c743.jpg

http://www.zbrushcentral.com/showthread.php?173890-Reference-Character-Models/page4

http://www.zbrushcentral.com/attachment.php?attachmentid=336392

http://anatomywrap.com/wp-content/uploads/2016/11/human-back-muscle-diagram-back-muscles-diagram-anatomy-human-body-3.jpg

http://anatomywrap.com/human-back-muscle-diagram/

https://www.quick-toy.com/img/p/060815_100058_2qq75tEW_imcQT13.jpg

http://gruporivas.com.mx/wp-content/uploads/2015/11/3537854-riddick.jpg

http://www.movienewz.com/img/films/riddick-3-movie-poster.jpg

https://www.shutterstock.com/image-photo/muscular-hunky-caucasian-man-top-down-12456724

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 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...

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...