Sunday, 31 March 2013

Braveheart Model WIP 4

The exodus continues...

Not a lot of time this week to refine the changes, so it's easy to notice where the new pieces intersect with each other.  Nonetheless please enjoy the new:

bandolier
jacket folds
first attempt at beard

The beard was more of a test really. -- each bit is just a flat plane -- extra edge loops will be added to give them a greater sense of gravity effecting the hair -- right now they just stick straight out.  I did some experiments with wrap deformers to try and rig the beard.  I think it'll work to maintain the bear's postion on the face as the face deforms.  I think I'd prefer to have the geometry smooth bound to some joints--I'd just have to make sure that the wrap deform comes higher on the order of operations for the influences.   Clusters may work too--It'll just be a matter of seeing what works better.

I have to admit -- I'm not looking forward to uving this bad boy... it's tedious work at the best of times...  maybe I should try some experiment with the new Ptex material in Vray.
In addition to the beard we also have some whiskers.  This geometry will hopefully work with some actual short hairs on Braveheart's head.

Looking at the close up -- Braveheart clearly needs some detail in his collar.  I think I'll do that in Maya rather than Mudbox.

Braveheart's current model with the actual head geometry.
 

Sunday, 24 March 2013

Braveheart WIP3

Work on Braveheart continues.

-Remodeled his jacket.
-Construction on his arms has begun in earnest.
-holster belt added


Wednesday, 20 March 2013

I never intended for daily updates... It's just so handy to be able to access the image whenever I have an internet connection...


Not a great deal of time last night -- Some folds were modeled on the back of the jacket -- they're awesome believe me.   Those will be included in Sunday's post.

Tuesday, 19 March 2013

Braveheart Render

Another render to view at the studio.  Every couple of days a passer-by takes interest in what I'm looking at and I get to explain the concept, and all the work I've been doing.  Most are children of the 80s and have fond memories of the Care Bears--not they recognize them from the render.



Well -- what's different?  Subdivision has been activated for most of the geo.  Details have been added to the chest plate, hat and chaps.  The jacket got a makeover thanks to average vertices and sculpt geometry tool, and construction has begun on the arm frame.

Two of the torso plates are hidden in the render.  They will likely be redone.  Some sculpting was done on the body/torso and the top two plates didn't line up well enough with the body anymore.

While viewing the render as I type I think some more structure in the shoulders would help. Looking back at the concept---Braveheart's shoulders were much more angular.  I'll have to see about what can be done about that.  Perhaps pointy shoulders and some folds...  thinking...

Sunday, 17 March 2013

Braveheart Model WIP2

Hey All --

Well -- it's out first official render test of Braveheart.  He's looking good--settling in to a kick @$$ place somewhere between Van Helsing and Rooster Cogburn... if Rooster Cogburn were a cyborg... and a lion.

For anyone who's curious -- this was rendered using VRay.  Technically Mental Ray can do everything VRay can, but VRay is just so painless to use--and consistently produces great results.  I'll just have to remember to go back in and turn on the rendering subdivision on all the geometry -- so far that's my one complaint about VRay -- I haven't found a way to turn on that attribute on multiple pieces at once.

Braveheart's not as far along as originally planned, but as you can see his jacket is blocked in -- I don't think I'll do much more with the geo -- I'll see what can be done with displacement maps.  I've done leather jacket before and the folds were done exclusively with displacement maps.  (See Below)

A leather jacket -- the geometry is smooth the folds are all displacement maps.
So what remains with Braveheart:

arms/hands
some beveling on armor plates
bandolier
gun/holster
details -- shoe treads -- more detail in armor plates, chaps and collar.

We'll see how it goes this week.  I'd be happy if Braveheart's arms were done for next week.

Later.

Sunday, 10 March 2013

Braveheart Model WIP

Hey All,

Braveheart's model is well under way.  He looks a little silly and skinny without his beard.  Due to the complexity of the rig that his arms will have they'll be in their own separate files and then referenced in to the rest of the body's rig.

It's all still pretty rough -- no beveling or anything yet on his armor.  The importance of beveling has been drilled in to me many times -- in the physical world there is no such thing as the perfect edge like those created in the polygon primitives, so you're always better off putting at least one segment of beveling to catch light appropriately.

I've been watching ZBrush tutorials in hopes of using it to help with the modeling process.  But I haven't gotten far enough in it to create something in ZBrush that will actually have to deform, and be used as something other than digital sculpture.  So for the time being it will be a combination of Maya and Mudbox.  Perhaps as the tutorials continue I'll be able to use ZBrush in a more practical way.

The model is still painfully symmetrical.  The details of the folds and scratches and things will come later.  In the mean time here is an image of the work in progress.


Next week:  Braveheart's main body should be bevelled and mostly finished.  I should have the frames of  both arms modeled too.  If I'm really lucky I'll have the jacket roughed out too.

Wednesday, 6 March 2013

Model WIP

Truth be told -- this is mostly so I can view the .jpg at work.  I can't seem to find my usb key this morning.  And now we can all reap the benefits.


Monday, 4 March 2013

Design Package!

Hey All --

Well -- the design package has finally reached a comfortable place from which to jump off in to 3d.  The irony of having a blog with "3d" in the title is not completely lost on me.  To date there has been no 3d entry. 

But that all ends right after the Design Package.

So please enjoy -- the Final Animatic again.


And these concepts/illustrations.






 Clearly when looking at Shrieky's Mirror I wasn't able to get away from the lightsaber look, so I decided to embrace it.  She won't be using it like a lightsaber -- and I couldn't really think of a more practical shape to get the desired effect.
Braveheart will be my first model for two reasons.  One: he'll be one of the more demanding modeling challenges.  Two: since the animation will largely revolve around Braveheart -- once he's modeled the rough layout can be started.

Not much more to say except the assets phase is beginning.  It's going to be great getting to delve in to the third dimension once again.

Next week -- Braveheart modeling WIP.

j -- out.