26 February 2014

Face, reptopology and symmetry

 

I have added more detail to the camels face, using previous reference images. Some areas could do with extra smoothing such as the jaw but for now this level of detail will suffice.

I currently need to retopologise my model since the mirroring is slightly skewed meaning the sculpt isn't symetrical. I will probably retopologise using the curve tool as this will mean I can determine the direction I want my polygons to flow instead of letting Mudbox do this for me which will create a less desirable effect

 

Here I have retopologised the first subdivision by selecting two adjacent faces and setting the topological axis and then selecting one side of the face then right clicking mirror on the layer to flip it.
An issue I am having however is that it will only mirror my first layer but not the higher levels of detail without getting errors because these layers also need to be mirrored and I am unsure on how to fix this.

UPDATE:

 

On collapsing the layers I have been able to mirror the sculpt allowing symmetry. The main drawback to this is that the previous low poly sculpt has been lost however I can still retopologise the sculpt and bake the detail.

I am now adding the extra layers of detail such as fur and have made a brush for this from the mudbox preset stamp of lines edited to be more linear and fur like. After this I will start painting colours into the sculpt.

20 February 2014

Camel Update - Reference


Yesterday I had feedback that my camels back legs look too straight and also that the camel is too squat and doesn't have a long enough back. Since my last post the back legs have been worked into further clearly showing the bone structure from the side view but this isn't as apparent from the front.
I have also moved back the backlegs to make the back longer in accordance to the reference images.
I have also added more detail to the face and legs.

Also I realised that I had not posted images that I was using for reference so here they are:


Camel skeleton's for bone structure reference
Side view of camel


Close up of face for detail


Balaclava Helmet

A few days ago I did a helmet design based on 18th century balaclavas worn by Danish women from Fano. References from this photography website (under Strude) http://www.trinesondergaard.com/top_menu_02.php?strude?images




Work in progress so far, might try out other designs


Might try out some different variations of this since this has a very medieval (though slightly ninja) fantasy feel. I could try out different themes with this concept such as more ancient maybe tribal or even sci-fi.

Watching a Mudbox tutorial on digital tutors. Gave some extra insight on some of the brush settings in Mudbox which was helpful.

16 February 2014

Mudbox Normal Map Tutorial + Schedule

Watched this quick tutorial on baking normal maps in Mudbox. When I finish the sculpt and bake the high poly camel mesh to the low poly this shouldn't take long to do.









Current plan is to work on Mudbox/Maya at uni throughout the week then Photoshop evenings and weekends. This should ensure I always have concepts I can then take into Maya then Mudbox keeping a steady flow of work. Obviously if behind on one or the other I can change this around but for now this should work well as a rough guide as to how I will spend my time.

13 February 2014

Yesterday

Realised I didn't upload any in progress screenshots of the low poly Maya model of the camel and cannot find the file. I will see if I can find the file on the university computers.
 
 
 
Level 2 of the camel sculpt so far. I've been using this level to get the rough shapes in.

I have used reference photos of camels (front, side and skeleton) to get the shape better as my Maya model was far too wide from being made with just a front view as camels are actually much thinner than they appear from a side view.

 I had an issue earlier where the smooth tool was ineffectual even at the maximum strength, this was somewhat rectified by scaling up the model as it was very small before and using the smooth tool at the lower levels of the sculpt first.


Level 4 of the camel sculpt so far. This is the top level with more detail. At the moment it simply has more polys but I will be drawing more levels of detail onto this level soon.

I also read this simple texturing guide:
http://gametextures.com/blog/wp-content/uploads/2014/02/InfoGraphic_BasicMaterials2.png
The metal specular highlights look useful and I will likely use these for if I use any textures with metal in.

11 February 2014

Pirette Ideas

Started by finding stock images in various poses, put them together then filled in the silhouette. After this I drew where the bones would roughly be to make sure that everything was in proportion.

I then found images of different styles of clothes and hair and drew them onto the silhouettes so I have a clear comparison and can gauge what works well so I can mix and match. I wanted to use a sail for at least one item of clothing for each design.
The first is wearing typical 18th century pirate clothes but with a poncho made from a sail, as poncho's are from South America I think this works fairly well. Might change some aspects of it like the placement of the stitching, length and hole though. Hairstyle is a fishtail plait to fit in with the nautical theme.
The second is wearing a cape (made from a sail), bucket boots with 'butterflies' (I might put a skull and crossbones on these as it'd fit well with the shape). Not sure what exactly to call the hairstyle, plaits pulled across from one side of the head to the other? This one doesn't look particularly interesting but I think I'll use the bucket boots for the final design.
The third design ended up with all of the not-so-great ideas, they have a sail skirt, some boots, a 18th century coat-thing the hair is messy and windswept with shells and bits of rope etc in it.
Fourth design is wearing a sail dress tied with rope and pirate coat and typical 18th century buckled shoes. Thought it might look interesting to put them in a powdered wig but have their own hair escaping it.
I will most likely combine 1 and 4 with 2's shoes.