Showing posts with label Blog work. Show all posts
Showing posts with label Blog work. Show all posts

Monday, 7 April 2014

Game of Thrones me 6

What I've created using Autodesk's Mudbox for the first time ever.


 4230936 Polygons vs 9,968 Triangles  (10,000 is the limit.) 






 I've used one PNG texture map which i believe i could have optimised a lot better as when i scaled the model down to less than 10,000 triangles i realised that i had unwrapped the underside of the characters hair (the black frog shape) which did not need to be done.


Ive used up another PNG texture map for Normals, which help the model define parts i've had to leave off from the high poly version. one example of this working really nicely for me is; On the high poly version the chest piece has a pattern worked onto it, however i could not keep this when taking the model down through its layers. This normal map has allowed me to take the detail from the high poly and stick it on the 10,000 triangle version of myself.

Wednesday, 5 March 2014

Game of Thrones Me 5

Playing with Mudbox.
(I have never used Mudbox before this project)

 Save 5 compared with save 9. probably a good 3-4 hours of time here.


 Again save 5 with save 9.
 Hopefully I will have something that still looks like a human by the end of this.

Monday, 3 February 2014

Game of Thrones Me 4

03.02.14

Before my model goes into Mudbox 2014.

Current triangle count. is 4,956
Leaving me with just over 5000 triangles to play with once the model comes back out of Mudbox.
Putting this model in Mudbox will allow me to take my triangle count to crazy lengths for detail and then use the detail in my soon to come textures.































































After using Turbo Smooth the models triangle count goes up to 19,936 tris. This is the kind of end result I would like to match when coming out of Mudbox, but without  going over my 10,000 triangle budget.

Monday, 27 January 2014

Game of Thrones Me 3

(13.01.13)

Technical requirements for whole character model.

You will be assisted in gathering a collection of photographs of yourself to complete the task, however sourcing other reference is highly advised.

·         Scale: Centimetres.  All models must be built using this scale. one unit = one centimetre. Using a real world measurement makes it easier to match and check scales of objects, e.g. a head is around 30cm tall.

·         Polygon Count: 10,000 trianglesBe careful you are counting triangles and not quads. “Polygon” is often used to describe both quads and triangles, which is confusing.  Your budget is 10,000 triangles, (make sure you use the ‘count triangles’ option in the Max Polygon Counter.) Remember you are creating a non-player character, these tend to be much lower than the playable ones. To give an idea of polycount used in games today see here.

·         Texture Space: 3 RGB texture @ 2048x2048 pixels square. Save as .png. You will need to produce one diffuse (colour), one normal, and one specular texture map only. 


·         Efficient use of Polygon budget: Polygons should be distributed intelligently through your model so there is greater polygon density in areas with more detail. This must not be done at the expense of making other areas of the model look too simple or ‘choppy’.

Reference pictures of myself for modelling task ahead. (these shots aren't meant to look glamorous.)





















Because I am pregnant in these pictures I feel that it would be easier if I model the character pregnant.




(Update... 20.01.14)

Currently this is what the underlying models body looks like, however after looking at it close there are triangles which don't actually need to be there. This model is going into  Mudbox 2014, and will only be a posed for show character. No rigging, no animation.







(Update 27.01.14)

Currently the character is still below the triangle count and has lots of room for improvement, i eventually got rid of the legs on this model because they took up unnecessary triangles from my budget. Simply because this model would never be a main character in a game, the legs aren't necessary however if it was a main character i may have kept the legs up until the knee joint. This would still allow for good rigging and animations.

Saturday, 2 November 2013

Game of Thrones Me.2

Issue Date (02.11.13)

Brief.

A new 3rd person game of the award winning TV series Game of Thrones is being planned. A vital part of making an immersive game is detailed and unique non-player characters (NPCs).  Walk down any street or play any AAA game and really study how different each person you pass looks. 


For this exercise you will be required to model and texture a NPC based on photo reference of yourself to a fixed set of technical requirements.  The model must look accurate to the collected reference as well as showing good appreciation of the final aesthetic, proportion, colour, silhouette and detail density.  The mesh must be well laid out with good clean flow lines in the geometry and exhibit efficient use of texture space. It must fit seamlessly with characters from the TV series; therefore costume design and some background information on your character are needed.  

(Upload pictures of your Sketchbook here Michelle!) Left it at home. :(

+ Some images that have helped me with finding who i want my character to be like.











I came to the conclusion I would like to do myself in a high garden/ Margaery Tyrell style.

However to understand what I am going to be making with 3DsMax I have been issued a task to write a 1000 word essay on topology as part of the brief.

The deadline is 13/01/2014

Friday, 1 November 2013

Game Of Thrones Me 1


(27/09/2013) - Before Brief Started.
So I'm modelling my own head D:!      

Sorry for the really bad quality photo's... They where taken on a mobile device!!

 Here is my Low poly model with topology visible at just under 2000 triangles.
Yes I used turbo smooth here but its just to make it look better :)


With a basic texture (not final) just to add a tad more human to the model :)




 Next I shall create some better photo realistic textures, some good AO and Normal maps to create the high definition finish on the low resolution model!

I shall also in the near future create my body to fit my head onto!




Thursday, 3 October 2013

A few things i've forgotten to share !!!


This is all just some stuff i have worked on in and out of Uni/College time.



   


Life model - Wet crayon media.



Life model - Acrylic paint media



40s/50s Stylised Toon Female - WED clay Media!

Added sinister breaks in the model! Happy accident really.










Female Model - Clay media



Rhianna and Orlando drawings - Pencil media





These have just been a few thing I had forgotten to share, in the mean time I hope you've enjoyed looking as i've had creating.
                                        Thank you!