Friday, October 24, 2014

APCG 493 Fall 2014 Week 10 10/24/14

     This week I refix my tiger model's diffuse map for the claws and tail pieces. The UV of the claw and tail didn't quite fit on the correct spot and so I just decided to paint them in on Mudbox and that did the trick. I also added some low poly long strands of geometry to make the tendril like hair for my tiger model. The yellow tendril hairs cover the back exposed unconnected neck of the model. I also download Xnormals to use it for my ambient occlusion map. Some of the first few maps that I rendered turned out funky. I had to look up at some Xnormal tutorial on ambient occlusion maps to get my ambient maps correct. I also modeled an ice block or stage for my model to stand on for the turntable. My turntable render right now is pretty slow and sluggish. I got multiple crashes during the renders. Might just be my computer. I think I might turn off some shadows to speed up the render process. The render process seems really slow at the moment, I don't think it'll finish in time this week Friday. So I'll just post it during the weekend once it finishes rendering.

     Also this week I started on my next project and started redesigning my stylized cartoon character. I'm not too accurate on the tablet and so I just draw them on paper and then retrace them with ink in either Photoshop or Mirage. The character is the same one I did back in APCG 331. A short bulky dude in a blue suit with a red tie. I'm current making his chest, hands, and legs bigger like those cartoons. Just drawing the image that I want right now.


Here is the re-fixed diffuse texture map for my tiger model. After painting in parts of the claw, I went back and took a new UV snapshot and see if I could rearrange the claws and tail again. I was able to do it and decided to replace this new one over the painted claws version.

                   Here is my updated specular map just after finishing the new diffuse map.

Here is the ambient occlusion that I extracted from Mudbox. I used multiply layers and levels to get the dark spots really deep into the muscles and other creases. I choose the Mudbox version over the Xnormal one because the Xnormal map created some weird white pixels on the rest of the ambient occlusion map that I couldn't get rid of. The lower resolution ambient occlusion maps on Xnormal were fine but they lacked more of the details from the Mudbox occlusion maps and so I chose the Mudbox version. 





Here is my current tiger model with all the maps added on. The newly added ambient occlusion map really defined more of the muscle parts as well as darkening the outline of the body structure a bit. It also made the tiger model a bit brighter too but that maybe just the ambient occlusion map simulating light. I'll postpone the turntable animation for my tiger model for now and get some more bit of rework done on this model. I'll save the turntable for the final.




This is the model that I am currently redesigning and remodeling. Seems to be lots of problems with it and a good redesign will beef it up.Still currently designing his new looks and body structure. Doing a total redesign on the character model and concept art.

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