I'm not entirely happy with the end result; some of the aspects that I would like to work more on is the textures (specially on the hair and eyes), good rig, blend shapes and some animation.
I did manage to rig the character, but got stuck on the weight painting as I managed to lock the weights and I wouldn't modify it... probably did something wrong buy it was taking me a lot of time to fix it. Blend shapes seemed pointless if the character was in a still position.
For the textures, it's harder to make them than it looks; on Maya they look one way, Unity3D another and UDK another. The hair look fine on Maya but the eyes didn't and the other way around on UDK. It becomes a bit of a try and error, quite time consuming. Next time I'll be trying the textures only on the final engine that it will be render at.
Speaking of engines, quite disappointed at Unity at the moment and really looking forward of learning some UDK. The quality of the real time render is far superior on UDK and it pretty much makes everything look pretty. This is the final video for the turn table of Arnold. It was done real time, I just capture the screen video.
The baking of the normals are not perfect, this is the first time I've try Zbrush, topogun and xnormal, so there's a lot to learn, but I'm really happy that I finally got to try them and lose the fear of their interfaces. Next time, I'll work on separate parts of the body and bake separate normals. Also I'll avoid making a single mesh for the entire body, it would probably been easier to keep different polygon count on each part.
I really like the process and it's fascinating to see how many changes can happen as you go along, depending what works best on paper and what works better on 3D. Looking forward to polish this and make new ones, but faster this time.
Any feedback would be more than appreciated.
Hand in time!
No comments:
Post a Comment