Project 1: pick a character from a game, model that character then texture it using a good ambient occlusion.
I chose Yoshi, mostly for the old school appeal I thought it might have on the teacher. ;) Rule 1 is to try to appeal to your target audience!
Step 1: block out using references
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Step 2: test block out by mirroring over and checking proportions
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Step 3: bake AO and use base textures
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Step 4: present the model for critique. Notice I was able to stay below the 2k tri limit.
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The texture we used this month was a 256x512, which was a little different from anything we've done before. So I was glad to learn this memory saving technique that might be used on lower end game systems.
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Project 2: using a set theme, design a character concept and them create that character.
The theme for this month was the Island of Dr. Moreau, and I chose to do a human that had chosen to become an ant .. and was somewhere in the middle of that process.
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So this part of the process was very different than anything we'd done before, we had to do everything in zbrush. So to start out, we used zspheres to build a type of skeleton frame for our character.
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Once the frame was in place, we could begin using zsketch to sort of block out the character.
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Once you have a real mesh, you can sculpt on it with some of the major shapes.
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Then you turn it into a ghost ... okay maybe not, but this is when we retopologize.
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The ghost quickly turns into a jumbled and tangled mesh of poo.
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... and a bigger mess ...
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... finally turn all -that- into a mesh ...
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Then you sculpt the fine details ...
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... and export the low resolution of that retopology into maya.
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Transfer maps to get your normal map and ambient occlusion, then paint up a texture.
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I was able to stay below the 10k tri limit.
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My diffuse:
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the normal map
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As ashamed as I am to say it, this is my specular map. I had to throw this together in the last several minutes of the last lab before turn in. :(
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