Howdy!
Would love your guys' crits on this project. I especially need help with Z-brush, since it is new to me this semester. (See post below this one)
This is a rigging and animation project I am working on for my senior year. This semester, I will be creating two characters and rigging them. Next semester, I will be putting them into Source Engine and Source Filmmaker to create a short cinematic.
Just so I don't spam this first post with a ton of images, here is a blog I created where I have posted my progress on the project so far:
http://ascensionprojectpitch.blogspot.com/
I was originally going to try to learn cloth simulation, but after talking to some people in the industry and learning about cloth simulation's limitations, I will not be doing it for this project.
Thanks and hope you guys can help!
Replies
Also, I definitely need help in terms of where to start with this character:
She is heavily based off a sculpture by Raffaello Monti, so I do have good reference. My guess is the best way to start is with just the face without the folds of cloth. Am I right, or do you guys have a better suggestion?
The wrinkles on your cloth are not deep enough. Look at your clothes right now. Chances are - unless you're wearing spandex - there are areas where the cloth folds over itself an inch or more deep, areas where one fold is covering another fold, etc.
For your new character - yes, start with the head and body. Then add a new ztool and sculpt the clothing in.
That's another thing it doesn't look like you're taking advantage of - multiple ztools. It makes your sculpts look a LOT cleaner, and a lot better. There is no reason the Guide's mask should be the same mesh as his head.
Hey dirigible,
Thanks for the crit! I am trying to look at various cloth tutorials right now to help me out. Defining materials has always been kind of a difficult area for me in both 2D and 3D. I just need to stop putting it off and practice more. XD
The mask is actually a separate subtool. Just for whatever reason Z-brush decided to assign nearly the same color as the head tool. :T
Also had to start polypainting this guy for a class. So let me know if you have any crits on that as well.
I really like the colors you've chosen:]
Thanks for the crit Jessica! So far what I like about Z-brush is that it makes it fairly easy to edit. So I will definitely try to give this guy a little more love. I am trying to block out the Lost character in 3dsMax right now.
Anyway, just wanted to update to show where I am at. I started working on the other character, "The Lost," and now I'm working on her rig. I got the highpoly sculpt done and baked it down onto a low poly. However, I am having some texture problems, mostly concerning normal maps and seams. From certain angles, the seams make the normal map look a bit funky.
I have also started her rig. She will be moving somewhat like a mermaid (with her legs bound together), so I only have one "leg" chain. I am also working on a way to copy cloth simulation animation onto a series of bones. The reason for that is because I will be working with Source Filmmaker to create a short animation with these characters. Cloth simulation is not exactly compatible with Source, so I am figuring out a way to copy it onto bones. That way I don't have to animate all that!
Also, I am modeling a mask to go with this character as well. Not trying to be lazy, but rigging her face would require me to learn FacePoser in Source. Since I got set back on this project because of a bad flu bug, I am trying to cutback on the amount of work I have to do. So covering her face with a mask would solve having to use FacePoser. However, I do hope to learn FacePoser eventually.
Let me know what you guys think!