Showing posts with label Topology. Show all posts
Showing posts with label Topology. Show all posts
Monday, April 13, 2015
My Reel is finally Done I'm very proud.
Labels:
3D,
Albert Vital,
autodesk,
beetle character,
character,
concept,
full sail,
Maya,
original,
Original character,
rig,
rigging,
student,
tech,
Topology,
Tre vital,
tutorial,
university,
vital
Saturday, April 19, 2014
FULL BODY!!!
So this is the first time the character has been posted fully put together. I really like how he is turning out. I'm in the final polishing stages now. His torso will most likely be going through on more cannon or so but aside from that I'm just going to polish out some pinching in the character and smooth out warps, and I'll be checking that all his topology is as quaded as possible and without non-manifold issues.
I'll be posting his wireframes after the clean up along with an AO pass to show him off. For my first character I'm really happy with how he turned out. I feel I learned a lot in the process and can't wait for him to be rigged and animated.
more to come soon.
I'll be posting his wireframes after the clean up along with an AO pass to show him off. For my first character I'm really happy with how he turned out. I feel I learned a lot in the process and can't wait for him to be rigged and animated.
more to come soon.
Friday, April 18, 2014
Face Retopology
Like I mentioned earlier I'm planing on making this model production ready. For his face to deform properly he'll require specific edge flow. The images in this post show my work flow as I try and reroute his topology.
The top images have the right edge flow to support deformation however I got the result at the cost of losing the design of my original face. In the bottom images I cut the geometry in half and rerouted the one on the right.
The middle image is the rerouted face. I've got a bit of a pinch around the eye loops causing some warping issues. I'll be cleaning that up and polishing the rest of the model as well.
The top images have the right edge flow to support deformation however I got the result at the cost of losing the design of my original face. In the bottom images I cut the geometry in half and rerouted the one on the right.
The middle image is the rerouted face. I've got a bit of a pinch around the eye loops causing some warping issues. I'll be cleaning that up and polishing the rest of the model as well.
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