Tuesday 29 June 2010

Tuesday, 29 June 2010

Oops. Hair! I have added the hair to George elm this morning. Fairly simply taking the hair from George and adjusting its length and shape. I had planned to have hair flowing down his back, but to be honest the amount of time it would take to animated it, with the head movement and shoulders far out ways the effect. I could have instead added a cloth driver to the hair for ease of animation, but again feel more comfortable animating the hair by hand and therefore have opted to keep relatively the same beard as George, making it much faster to develop the character. Considering the George Elm and Ian Elm are hardly seen, in fact George Elm is seen the least, it seems unimportant to spend to long shaping and reworking hair textures and cloth drivers to add the effect of the long hair.






Monday 28 June 2010

Monday, 28 June 2010

Textured the model of George Elm, and created all the shader’s. Luckily I can reuse the shader’s and a lot of the geometry for the characters of Darren Elm and Ian Elm. Here are some renders of the Bone jewellery and first render of the cowl, which I latter edited to use the Specular from the skin shader texture as the Specular level, to really show the dried grass in the cowl up-close.





And the final cowl



Here I have created a leaf shader originally a skin shader reedited to gain the nice back scatter effect of a leaf when held up to light. I will reuse the shader for the foliage of the environments latter.




The final model of George Elm. I tried rescaling the character to the 4mm tall version, but found a lot of problems not only in the shader, such as problems viewing the character using the perceptive Viewport, which I would use a lot during animation, (a way round this would be to use a camera and adjust the clipping but this would take a lot more unnecessary time) and also the speed of rendering is greatly increased having to work out the light of such a small object. Consequently I have decided to work on the Elms at a real world size, so George Elm will be the same size as his counterpart George etc, and compose the shots of them all together afterwards. Such as the shots of Darren and his alter ego looking at each other. Although making it slightly more difficult with timing between the characters, I think the time it takes out ways the time it would take to readjust the shader’s and cameras plus problems with animation at a small scale (they may be other ways round this which I am unaware of).

Anyway here are some renders of George Elm Final





A wire frame




And face close up

Sunday 27 June 2010

Monday, 28 June 2010

Worked on the texture for George Elm today and the normal maps. Here are some renders of the high detail mesh, hopefully will have the model wrapped by tomorrow.






Friday 25 June 2010

Saturday, 26 June 2010

Finished the mesh of George Elm but had a lot of difficulties, firstly in how dense I would make the mesh in accordance with detail, and trying to get the character to visually look similar to the human George.

Here’s a first clay render



A reshaping of the hips and upper legs


And a wire



I then took Georges head and reshaped its length to correspond with the Elmies, to visually alter any details to add more character and to be more recognisable as Georges alter ego.

Thursday 24 June 2010

Thursday, 24 June 2010

I began working on the character of George Elmy last night and today. I am trying to keep the topology very clean with no triangles, and a body mesh that I can reuse and tweak for each character. I still have the rest of the arms and legs to create plus attachments. Also the skin shader will have to be reworked due to the size of the creature and the mouth shader’s. Hopefully be done in another few days. Currently one week behind, so working all I can to catch up.

The Hands I reworked fro the hands previously used, and redid the topology to be very clean





Tuesday 22 June 2010

Tuesday, 22 June 2010

Finished the texture of Darren and the hair. In the end I reused Thomas’s hair from Lots A Thins to speed up the texturing phase. Editing it a little in places and using a new work flow between PCs for faster rendering, editing the model on the lower end pc and transferring the file to the higher end for rendering, also using a desktop program to connect to the higher end from my pc, so I don’t have to jump between PC’s physically.

In the end I altered the hair slightly to be less scruffy, simply for ease of hair placement. Also in the concept Darren carries cutters and pens as the other workers, yet since it is his first few minutes on the line he would not be carrying anything from the line. Anyhow I won’t show loads of different hair renders and just skip to the finished model.



Monday 21 June 2010

Monday, 21 June 2010 (latter)

A render of Audrey from the side showing the scaled proportions

Monday, 21 June 2010

Here’s the making of Audrey! Finally compiled and uploaded after a few problems with the video editing compiler.

http://www.youtube.com/watch?v=sXC2NAa2Tr4

In the end I resized her length ways to be a little thinner after this was created.

Sunday 20 June 2010

Sunday, 20 June 2010

Been a very busy week, having bought a new computer especially for rendering it took the week to set it up and install all the programmes necessary. Anyhow back to work! I am at the moment a week and a bit behind, however if I work very hard for the next two weeks I think I should be able to catch up and hopefully get ahead.
I have worked the character in Zbrush, a program I am still learning so for the detailing in Zbrush I am really learning as I go. Here are a few renders. I kept the detail fairly low on the head, just a few wrinkles around the eyes and pours, but nothing major, and worked the jeans and jacket the same as the other characters, trying to show an un-ironed but also unused jacket, worn jeans etc.






Anyhow the textures are prepared and the mat ids and all that’s left is the actual textures that I will continue with tonight and tomorrow night.

Thursday 10 June 2010

Friday, 11 June 2010

Finished the mesh for Darren today. Spent more time than normal on the mesh, since it’s the main character I really wanted to get the mesh as clean as I could. Happy with the results with a minimum of triangles and a nice character. unsure if perhaps the eyes poke out of the head a bit to much, but will see how it looks textured and can always alter it latter with a morph target to the best position.

A wire



And clay render

Tuesday 8 June 2010

Monday 7 June 2010

Monday, 07 June 2010

Began working on the Darren character today. Worked the head first from splines since I had difficulty visualising the head,. The concept art I had created before seemed to give him very large jaws or large cheeks, and I was torn on where to add and interpret the drawing. Eventually I was happy with the spline cage and began modelling the character, still tweaking as I went. This is Darren’s head so far.

Sunday 6 June 2010

Sunday, 06 June 2010

Bellow is the development of Audrey’s hair



This was the first layer, very patchy



Continuing adding more layers





Adding enough depth to the top of the head



Still with the problem patches at the back



Adding more layers however problems with the clipping between layers



The hair at the front of the head beginning to look ok, with nice opacity between the roots and thickening of the hair



Reworking the hair at the middle of the head



Again looking at the middle part of the start of the head and adjusting the opacity to show a nice thickening from the roots. I also only work on one side before mirroring it to the other, sometimes adjusting planes latter to avoid the butterfly effect.



Another working of a front strand of hair to add a general thickens from the root.



Pretty much the end of the first layer complete.



All Layers complete with bun at the back of the head.



The bun complete



Testing the Bun for opacity using different colour background


Another test render of the bun


Final hair


Audrey final with all objects