Wednesday, November 11, 2009




The Zbrush Model is done. Since then 've been preparing my low-poly mesh for uv layout, I still need to model the hair. As soon as that gets done. Ill be baking my normals, and attempting to get as much done on the texture as possible before the quarter is over. That is, if I'm not programming all day and night.

About the sculpt, those strange bands around the center of the pants will have transparency applied to them, so they will look like ropes holding the two sections of the pants together. There will be a layer on the outside and the inside of the pants.

I'll post some more images later.

Sunday, November 1, 2009



Ive made a bit more progress on the sculpt since the last post. Ive been focusing on the organic details and cloth thus far, and these parts should be done after a little refinement. I'm also planning to sculpt in the embroidery on the loin cloth, so I will need to create an interesting design first. Hopefully I will be done sculpting by the end of the week and will have at least a week or more for the baking and texturing. Ideally I would have liked more time for this, but its not going to happen, at least not during the duration of this quarter.

Tuesday, October 27, 2009

This one goes out to all the ladies...


I've finally begun sculpting the mesh in Zbrush and this torso, complete with abs straight out of an Abercrombie and Fitch catalog, is the result of our time in today's class. Don't get too excited ladies, he doesn't even have legs...

Friday, October 23, 2009

Polygons




I spent some of today and yesterday refining the design of my character; modeling the rest of the assets; and focusing on certain details that I wasn't clear as to how I would handle them (such as buckles). I am now pretty much finished with the low poly model minus the hair, fur, and breathing device; however, I think I will start working in Zbrush before I worry about these things. When I do get to the hair, Ive decided to handle it using overlapping planes, rather than the mass I have in the works as of now. But for now, all I need to do is go in and add edge loops like a crazy mo-fo to all of my hard surfaces so they don't deform when they are subdivided. I think I will begin this process and begin sculpting tomorrow. For now I will enjoy the rest of my evening. Adieu.

Thursday, October 22, 2009

In questioning how to accomplish several modeling issues (if you can call them that), primarily surrounding how to create good hair for character models I was recommended the book Character Modeling 2 from the d'Artiste collection. I wish I had seen this earlier since it seemed to have the process behind modeling all of the gears characters, which are the zenith, or at least the standard, of character modeling at this point. It is now officially on my Christmas list. It will be mine, oh yes... it will be.


Here is a link;
Character Modeling 2

Tuesday, October 20, 2009


Well its obviously been a while since the last post. I was intending to post the finished low poly mesh some time ago, but, well... life happens and I am way behind. If I am not working in Zbrush by next class, you all have permission to slap me. Anyway, I am getting close now, here is what I have thus far.

Sunday, October 4, 2009

Modeling is Go


I started working on the low poly maya model today. As you can see I decided to go with a more traditional approach, rather than the high-poly to low, that I spoke of in my last post. I decided that I would like the practice of doing Maya modeling. Heres what Ive started on. Its not much right now but , its a small step through the door.