Sunday 9 January 2011

The journey continues. Pt 8

Unfortunately, as you can probably see. The arms, the lower legs and feet didn't print. All in all this model was sent to print 3-4 times. The problem was that simply some parts were just too thin they broke off when they were attached to heavier parts.



Andd... the images of the printed model.








So, in conclusion.

Am I happy? No, I'm not. I've got it out the way, but it's of a poor quality in my opinion. I only hope that I won't be eternally screwed in terms of grading for it. D:

Do I feel I succeeded? No again.
Did I achieve what I wanted? No again.
Am I pissed off? Yup









Just like the image below, I posed this into a flying position (well he is a superhero wanna-be with powers of the animals / insects within him) and put him on a turntable, here!

RIGGGINNNGGG


I had no idea how to rig and from what other people was saying, it was very difficult to do accurately. To be honest I would have liked to do it myself for the experience, but due to the fact that theres no time left, it was going to have to be..

A pre made rig! Which is allowed! Yes!

http://www.creativecrash.com/maya/downloads/scripts-plugins/character/c/-rapid-rig-basic-for-maya--2

Took me about 30 minutes to figure out how to use the thing, and when I did make the rig, the skeleton wasn't set right so the wrong parts were moving. AFter retrying a couple of times I made it work.

It's not a great rig, or an awesome rig, but it does the job, and my character is complete.
YEah. That's the character. Pleased? No. At least it's done...
Spec map for the reflectivity.
Displacement map. This is what's supposed to make your texturing look good, and it does. In this example though I haven't displaced it by that much, making the object levelling quite stable.

... A screenshot of dragonfly wings, with added colour. Making the texture was relatively simple actually. Photoshop + random effects = cool.
Hair and wings when textured. Looks meh. Okay, but not good or great. I'm most likely not going to finish on time due to laptop complications.. but I at least tried.

Anyway, this was done by using.... ^
Bump and spec map. Although I didn't end up using this in the end. Made it look too hair like and random, with the way that the hair was created. A flat texture for the hair at this stage seemed like a fair decision..
Right. This texture is just me drawing hair like brush strokes over the UV layouts to create the individual strands of hair. I figured this way I could keep this okay looking, but not too realistic.
This is the UV map for the hair. Automatic UV layout. I usually do it alot different but at this stage I figured this would be the quickest option. (Now I know how to UV map alot better, if given the chance I could do this alot better) This was then taken into photoshop.
Next step, was the hair. Now. For this, I was originally going to make it look ultra realistic using the paint FX. however, due to two things (the obvious one: Time. And one other - the brief. Claymation cannot use single strands for hair, as that won't look right. A combination of the two made me result to a much quicker, alternative. Block out a rough hair shape, and just texture it.

The hair was duplicated faces, and extruded.

After modelling out the other wing, (the wing that sits on top) these were duplicated -x and merged. Hence, a pair of wings!
Right. Wings. My character has wings. Specifically, dragonfly wings. So yeah, based on the image that I had drawn and used for reference, I began to create the roughly shaped wing polygon.


URRRRRRRRRRRRRRRRRRRRRRAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRGGGGGGGGGGGGGGGGGGGHHHHHH

-throws laptop-


No comments:

Post a Comment