Time budget
Idea Development
For idea development, I found some nice photos online that showcases good topology.
From this, I could easily figure out how I could solve the model we were given to retopo.


Work
Here you can see the high-poly model.
When selected, it's really difficult to see how the head looks.
Here's a closer view of the high-poly model.
I began the work by turning on X-ray for the high-poly model, then I made it live.
Then I simply used the quad-draw tool and began to draw quads over the high-poly model.
I used only the left side, because I was going to mirror the geometry once I was done.
Below are screen-grabs that I collected while working on it.
Here I had finished half of the head.
I mirror the geometry, and connected the vertices to each other.
Here's how it looks with smooth preview on.
I then unwrapped the low-poly model. It might be a bit difficult to see, but here is the UV-template for the low-poly model.
As this was done, I unwrapped the high-poly model. I just used an auto-unwrap for this model, since that's all it needed.
I exported the two objects (High-poly and Low-poly head) out as OBJ's. I then brought both of these obj's into "xNormal" and generated a normal map from the high-poly model to the low-poly model.
In Maya, I assigned a new material to the low-poly model (blinn), and connected in the normal map. I used the UV-template map as a diffuse for the model, reverting the colors.
So now you can see the normal map and the UV-template on the low-poly model, showing the geometry as well as the details.
I made a three-point-lighting system and positioned them correctly.
Here is the normal map.
I also used this checker map as a diffuse for the low-poly in another render.
Finished Product
I am pleased with the result, but some areas (like the ear) didn't turn out the way I expected it too.
Next week I will be modelling my own character, so it'll be interesting to see if I can manage to make better ear-loops on that one.



































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