Monday, January 30, 2012

Hand exercise

im starting to hate how Dynamesh ruins geometry. This little bumps are impossible to get rid of and bother me sooooo much

Tuesday, January 24, 2012

Lvl planning

Here is my basic lvl design, i put some color in it and made it look stupid, but its easier for me to see where everything's at. Im not going for anything too fancy because i actually want to complete this thing by the end of the semester and im just starting to work on the propps.
As i look at it now, the hardest thing will be making the boundaries  of the lvl, i see it happening with the fence but on the other side i'll just have to put some trees or something... and rocks and who knows what else... I really want to put some trees in my level, but honestly, I dont even know how do u make them, the crown of the tree that is... i guess i can throw some alpha planes crossed, still need to look into it. So yeah, here are the basics.


Propp list so far:

  • gazebo
  • carrots
  • soil for plants/ground in general
  • mushrooms
  • trees
  • decorative rocks
  • all sorts of plants (modeled)
  • grass to populate the ground
pffft perspective? yeah right. So im deciding between these two, the main difference is the roof and stairs.


    Tuesday, January 10, 2012

    more silhouettes

    why do i always have such a hard time with silhouettes? i always want to add the detail >_<

    lol my creative process works backwards, my very first design is usually exactly what i have in mind, and others are just derping around.. but in the end i always end up with the version of my original one

    so i still cant decide between those two... leaning more towards the fat one :D

    meet Cleo!

    NOPE!

    and a basic mash 
     so yeah, slowly getting there :D
     as much as i love the detail on its chest, im gonna have to get rid of it cos the normal map wount pick it up :(
     yay! it can see!
     have to play around with its legs a bit more, and im done

    Tuesday, December 13, 2011

    Rig

    So here is Tiffany's skeleton. I've decided not to use blendshapes so her face will be controlled by set key deformers. I built this rig from scratch, and put a lot of work and research into this blasted thing >_< But i can proudly say, i did it myself! build a basic rig? pffft, no problems!
    But anyways, I now know how to make basic key deformers and can set up my own constrains since i now now what they actually do [ -.-*]
    Also played around in connection editor when i was making the spine, neck and head controller.
    Making this simple rig was a lot of work, and i really have no idea how many times i had to remake certain things just because i forgot to freeze transformation somewhere or my joints were not oriented properly. Its a tiny little step, but is very, (VERY!!!) important! Freeze all transformations, orient your joint properly before u start applying any kind of deformations on them!oh! one more thing, make sure to name everything, saves a lot of time later on and its nice to stay organized.

    maps




    So here is just a quick view of Tiffany in Maya with all the maps on (diffuse, normal, spec)
    Original design did not have flowers on the dress, its was a last minute addition. After playing around with my diffuse map and going back and forth from photoshop to maya i decided that the dress looks boring and plain so i added some pwetty flowers to make her look as girly as i possibly could



    Here is my diffuse map. I tried to clean it up a little bit, just to make it look neat. I used my normal map as a reference for shadow and highlight areas. I tried a few different approaches, zbrush, mudbox, but eventually decided to just make it in photoshop which was not as hard as i though it would be
    I went through hell to get this normal map the way i want it, and im still not satisfied with it >_< but there is is, i keep going back to it and repainting things, but for now i think im going to leave it alone.