Tuesday, 1 February 2011

Its all in the eyes.

Just another small update on the Clara model. With the use of a simple 'point to' constraint and some nurbs curves I have made some simple controls to... well control, the direction that the eyes of the character face. The eyes can be controlled either simultaneously with the box, or individually with the circles. Though the circles probably wont be used all that much (unless the character spends a lot of time cross-eyed) its useful to have and to know.

So even if its only a small update, its one more little step towards a fully animated character!

Also you can better see the specular map of the face in this video, with it being a close up.
So that's nice too.



Creating Clara - Update 4

Well its its now February and I'm pleased to say that I've made some real progress with my Clara model. In fact, she's all textured and done and I'm starting on the building of the skeleton!

Here are a few screenshots of some areas I'd like to highlight:

Firstly and most importantly the face. If you look carefully you will spot that I've learnt how to use specular maps, which basically means I've made the texture on the face matte or shiny where appropriate. So for example the lips are very shiny whereas the rest of the skin is not, as would be natural, also there is a very small amount of shine on the nose, forehead (aka the T zone) and the chin and cheeks. Just to add a little more realism than a plain matte all over face.

Secondly the lovely alpha textured lace, nothing special technically, but I think it looks nice.

Thirdly, though its already been shown in the previous images; the glowey effects on the lens and bulb textures. I'm really proud of the effect these give.



Fourth, the bump mapping on all the leather parts of the outfit I feel give a really nice touch.


Not to mention (even though its simply drawn on) I love the folds in the fabric that I did, as well as the seams button holes and stitching. I really took a long time on drawing all of these textures and its not too too noticeable so I just really wanna point all that out.


Lastly, on the lid of the bottle, as well as the brooch on her collar I really like the glass/jewel effects I managed to achieve playing about with the different attributes.



And of course, here's a nice turnaround video to show off how she looks as a whole, I really like the way the lights reflect of the metallic parts.


Saturday, 29 January 2011

Tangled in Inspiration

Well last night I went to the cinema with my family to see the new Disney film Tangled (aka Rapunzel) and dear lord did this film really inspire me to further my 3D work even more!!
(also the first film I've watched so far in 3D and I must say I was impressed at what I saw as it was nothing like what I'd expected from 3D films)

But seriously I must say, forget Avatar (lame) THIS is the best 3D animated film I have EVER seen!! The lighting, the characters, the subtle animation its was truly SUBLIME to watch down to the smallest detail!
In particular, Rapunzel's hair!! It was absolutely stunningly animated!

I thought that the days of Classic Disney were truly dead and gone but I've been proven wrong once and for all! Just WOW I want to see this film again and again, probably my favourite current film, perhaps in years! Truly a work of art!!!





In MY modelling news, seeing that film inspired to me to have another shot at improving Clara's face (as it being not quite right has been bothering me) and its certainly improving, especially with my recent discovery of the existence of the 'mirror selection' setting and the 'sculpt geometry tool'! Why has no one shown me these till now!?
Also I've moved on to start the texturing of the model now too, which is going nicely!


A render of how the model is progressing:

In case you cannot tell the face has been drastically smoothed and rounded out, the eyes changed shape and softened, the nose made more  natural with a better bridge and just... well the whole thing changed really.... and the mouth made drastically smaller again.

Wednesday, 26 January 2011

Creating Clara - Update 3

Well I’m pleased to say that at LAST Clara is all finished (modelling wise) and ready to uvmap/texture/build a skeleton for/weight/animate...
And so, I shall upload a little video here as a celebration, just of a simple turnaround of the model.

Tuesday, 25 January 2011

Creating Clara - Update 2

Yet another update documenting how my 'Clara' model is coming along.
After spending most of the day yesterday and half of the day today wrestling with Maya I've given up on my initial idea of using ncloth on the skirt and neck ruffle to make the fabric nicely animated, and instead I intend to make it a static mesh and perhaps add some form of jointing or other controls just to affect the skirt enough to stop it overlapping the rest of the model's geometry. But for now I'm just pressing forwards with the initial modelling.

On this front I have found I've still made quite a bit of good progress despite my delays trying out ncloth, and have managed to model a good portion of the torso. Next I shall move on to the legs with shoes and shorts, then place a skirt over it before moving onto the arms and finally belt with bag and accessories/tools etc.

So here are a few more progress shots of where I am, as of midday: