Monday, October 31, 2011

progress so far.
 This is the back after I did some tail lights
 This is the bottom after adding the axels
 3/4 view
Uv map. I've finally got the Uv looking good with a few flaws that I'll probably need help with such as the front window.

Sunday, October 30, 2011

Regal Alien - Normals Applied


I got the normal maps applied to the character. There are a few issues where the seams are, but overall, I think it looks good.

Wednesday, October 26, 2011

Hello Everyone

I am not part of your class, however Lynn wanted me to post some of my hard surface models to the class as well as some works in progress.

For some reason these uploaded backward but you can see my process is reverse i suppose.


This is my most recent version of the model, I added the back hatch of the door, some gas cans, and some misc details.

Side view of the basket which is off the side of the car with a step ladder.

Shot of the whole vehicle without the body
Closeup shot of side basket
Closeup of side mesh with fans on the inside.
Less detailed whole shot with blockout
Concept as well as suspension preview.

This is my basic blockout of the shape. I always try and do this first so i have an idea of the proportions so when i start modeling i know the scale. Also it gives me a good baseline of where to begin with the model so i dont have the "where do i start?" feeling.


Sunday, October 23, 2011

Normals Test

They WORK! Sort of...XD I need to fix the back.


New concept + Base mesh









So i decided that i was going nowhere with the old model so i decided to start fresh, i'm going with a more futuristic design. Got the base mesh down so it's only forward from here! Plus old bike.

Friday, October 21, 2011

Sven - Mouth and Eyes




Went back and did some major revisions to my mesh in order to include a working mouth and eyes. I still haven't built the gums and teeth yet; I'm focusing on remapping the UVs and getting a fresh normal map done up. One thing I've noticed is that even after averaging out the normals on the low poly model the shading still looks off (this goes away in the high poly model). I'm not sure if this is normal or something I need to correct.

Monday, October 17, 2011

wrecked normals



I worked on the anatomy of the body itself. I still have to get the robe done and fit onto the body.

more detailed and still fixing the UVs. I want to add mroe paneling to make it look heavier.



This is my normals plus my new version of the high poly with some spokes!

Model







I've been pretty far behind due to being sick for a long time, so fortunately I was able tackle my model. I decided to take more time on the body before I modeled the head. She will probably end up at 10-12k polys. I am intended her to be a main character--I may go back and clean up some of the unnecessary loops after modeling the head.


Normals

Well, here is a screenshot of my normals in 3DS Max:


Yup. They look horrible. However, I wanted to render this in UDK and see if it's ok. The 3DS Max render is weird and messes up a lot of things. I want to see if it is the same in a different render.

My normals. Didn't work out.

So my normals did not work out. I think it is because of my UV layout, and it being messy in some places. The result is that when I applied it to the model, a ton of issues cropped up. I did discover that I can improve this mapping though by fixing the UV, then re-importing the file into ZBrush. Zbrush will then retain what I have sculpted onto the model, allowing me to get better normals and then apply them to the base in a better way.

This is what It ended up looking like in the Maya renderer. What Is odd is that there are normals affecting the head, that should not be there, and the head was unfolded well and had no overlapping pieces. Why this pieces is deciding to render that way is unknown to me.

It also completely ignored the sleeves that I added to the model. This may be too much of a polygon change to even be reflected with normals, but the shirt was so thin, I am surprised it did not pick it up.

With the vest I can see where the UV layout overlapped and caused the normals to be placed off center. I will attempt to rectify this by fixing the UVs. The Uv's I spent ages on and still could not get a proper unfold with the arms or the vest. I'll have to see what I can do to fix it.






Saturday, October 15, 2011

Sven - Normal Map Applied




I'm going to go back and tweak the neck to make it a little more proportionate.

Thursday, October 13, 2011