Year 3 Skills Audit
Monday, 8 October 2012
3D Character Model AUDIT
Hi,
Here is what I came up with :
Poly Count : 1,629
Rather disappointed with the final outcome as even though this is a skill audit, I feel does not represent my skill developing a finished piece. The workflow that I chose ,to pursue going forward with this task, would have been better if I dedicated 2 weeks solid work on it alone.
p.s ran out of time to complete the shoes, so the character is one of those cool people who runs around with his jogging bottoms over his whole shoe, but will show work in progress.
Here is the development:
BASE MESH:
Just used a head I made for a previous assignment to an old body base mesh : sculpting topology assurance!
SCULPTING:
To get the build and shape of the character I started anatomical development upon the upper half of the body as the lower part of the body would be masked by the form of the clothes (baggy tracksuit bottoms). Due to the ethnicity of the subject I had to reshape the skull form a lot and mould certain facial features to match (Nose, lips).
RE-TOPOLOGIZING:
yeah, due to time I rushed the retopologizing and it is quite the embarresment but I figured I had best get it out the way so that I can show proof of UV Unwrapping.
UNWRAPPING:
UM... again, due to rushing this is a joke of an unwrap but it shows basic principles of Pelt Mapping and seam allocation. In reflection, the positioning of the clusters is a joke, I was aware of this as I did it. The Face cluster needs to have the highest resolution in this texture image for example but as you can see I gave the jogging bottom's cluster the main priority and as you can see in the final render it doesn't make a difference as the specular texture for the fabric hardly shows any light displacement.
TEXTURES:
Yup... Again, rushed photoshop layering, disappointment city!
Diffuse :
Specular :
Normal :
Um yeah.
SHOES:
Looked ugly and genuinely didn't have time to tweak it to fit the character.
(SORRY NO RECORDING SOFTWARE FOR ROTATION OF MODEL).
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