Archive for the ‘ 3D ’ Category

Here’s a colour preview using just shader materials.  I’ve started the UV mapping though, so it’ll be nice to brush some texture into her hair.

jgg-girlygirl1_s20_colour_prev

GG1 Model Cleanup

jgg-girlygirl1_s13_cleanup_top jgg-girlygirl1_s13_cleanup_bot

GG1 Model almost complete

I finished the head, added hands and feet.  I noticed that when I duplicated the half-model to complete the missing left side, her head looked a bit wide.  I’ll be fixing that then moving onto UV mapping.  This is fun! Thanks José.

Seen here with temporary simple shader materials …

jgg-girlygirl1_s12_nohair

And with the wireframe overlaid …

jgg-girlygirl1_s12_nohair_wfs

I have been chomping at the bit to start this project, titled “GG1″.

The last image is viewed using Maya’s polygon smooth preview feature (as of Maya 2008 – just press 1,2 & 3 on the keyboard), so the model isn’t as high-res as it appears, but it does help to highlight whether or not you’re on the right track.

Also, GG1’s UV’s aren’t set up yet, I just assigned materials to the appropriate faces, just for fun.  A proper UV map will come later.

Thanks to José Pou for the use of his character.

blake_pose

While researching some of the many free character rigs from Highend3d.com, I came across “Blake”.  After an hour or so of playing around with his controls, my son came up to me and asked if I could make him look scared.  So after much direction from a 5 1/2 year old, I came up with the above pictured pose.

I will be exporing several different rigs while I decide upon which way I would like to rig my own character, Mr. Hap.  I might even take Blake for a spin and submit an entry into this months 11 Second Club Competition.

mrhap_uvmap_layout_t2

Thanks again to Alistair Murphy for his help and feedback during this project.  With his suggestions I went back into the UV layout and condensed everything into just one map instead of the previous two maps.  I think I will still stick with a 256×256 texture for now. The first round of animations will only have Mr. Hap walking, running and otherwise doing full-body actions.  There won’t be a need for any closeups of the head just yet.  Even so, I made sure to give the head much more texture space than the rest of the body.

So, what’s next?  Rigging, my friends, rigging.

mrhap_quicktexturepaint.jpg

After setting up the UVs last night, I couldn’t resist jumping into Photoshop and laying down some quick colours just to see how Mr. Hap would look.  These are 512 maps so, the detail isn’t fantastic, but not bad.

mrhap_uvgrid.jpg mrhap_uvmap_layout.jpg

I am finalizing the UV map.  I just thought I would post what I have come up with, before going back in and tweaking.  After taking these screengrabs, I think I’ll go back and cut the shirt and pants into two UV shells.  That way I can paint either without the risk of the textures bleeding into one anther, not to mention it will just be easier to paint near the edges of each shell.

Posing a Squirrel Rig

lv_11sc_2009-05_full.jpg

I was listening to this month’s 11 Second Club sound bite and got inspired to play with Josh Burton’s Squirrel Rig.  I knew I wouldn’t have the time to actually animate 11 seconds of this character before the month’s end deadline, but it was fun to take a break from other things to put him into a few poses.

Here’s a quickly modeled squirrel idea I got while eating eating my breakfast yesterday.  Real simple, but the potential for mischief is there, no?  Maybe I will come back and finish him after I am done with Mr. Happinstance’s UV map and textures.

lv_s01_prevpose_0.jpg