I had a great conversation with Ann last night. Very helpful! And she's happy with the work I've been doing on Creed, so that's awesome.
Oh, if I mention someone's first name here, check the right side bar. They're probably in it.
Anyway, just a small update now. I've been doing a LOT of work, and will share more soon. But here's a look at Creed's temporalis, visible through his wounds.
As "Bodacious Creed: The Thesis," this blog followed the progress of my master's thesis at Academy of Art University, from initial concept to 3D modeling and texturing demo reel. It now follows the concept to completed novel.
Saturday, July 9, 2011
Friday, July 8, 2011
Checked Items
Focusing on one model at a time, and having a list of what to do on that model, seems to be speeding up my work. It's certainly nice to have that focus!
Here are checked off items since my last post.
1. Gums & Tongue
a. Separate tongue from gums.
b. Sculpt gums to fit teeth.
c. Texture tongue and gums.
3. Wound layer
b. Sculpt muscles.
4. Hat
a. Stitching.
b. Model & texture hat strap.
(Actually, after doing the stitching, the hat looked just right. It doesn't need a strap, and having a strap would, I think, really not add anything.)
7. Retexture neck muscles so they match the rest of the muscles.
8. Mechanical parts.
c. Reduce poly-count.
(I'm actually working on that part now. The "c" was not listed in the original to do list, but I talked with Ann, and she pointed out that they were really too geometry-heavy. Reducing the poly count while still having them look right is tricky, but I'm happy to say it's coming along well.)
So, that's where I am so far. Lots more to do!
Here are checked off items since my last post.
1. Gums & Tongue
a. Separate tongue from gums.
b. Sculpt gums to fit teeth.
c. Texture tongue and gums.
3. Wound layer
b. Sculpt muscles.
4. Hat
a. Stitching.
b. Model & texture hat strap.
(Actually, after doing the stitching, the hat looked just right. It doesn't need a strap, and having a strap would, I think, really not add anything.)
7. Retexture neck muscles so they match the rest of the muscles.
8. Mechanical parts.
c. Reduce poly-count.
(I'm actually working on that part now. The "c" was not listed in the original to do list, but I talked with Ann, and she pointed out that they were really too geometry-heavy. Reducing the poly count while still having them look right is tricky, but I'm happy to say it's coming along well.)
So, that's where I am so far. Lots more to do!
Tuesday, July 5, 2011
The Big "US Martial Robert Creed" To Do List
I wrote this list today, to help organize and focus my work. As I've mentioned, I'll be concentrating on finishing Bodacious Creed himself first, then Anna Lynn Boyd, and then Coconino. Then I'll create the posed scenes that will appear in my demo reel. That will involve some polishing-up on all the models, but at least the major model-creation work will be done.
So, here's the big list for Creed. (I'm working on the mouth and tongue. As I write this, I'm bouncing them back into zBrush.)
Creed To Do List:
1. Gums & Tongue
a. Separate tongue from gums. (Ann suggested this, as it's how they do it in the movies.)
b. Sculpt gums to fit teeth.
c. Texture tongue and gums.
2. Body
a. Refine wounds.
b. Detail hands.
c. Detail feet.
d. Detail/fix texture on lips.
3. Wound layer
a. Make wounds look more "dead" through texturing.
b. Sculpt muscles.
4. Hat
a. Stitching.
b. Model & texture hat strap.
5. Mask
a. Get bolts into head, or...
b. Consider straps around head. Might look more "wild west."
6. Bones
a. Skull - add suture joint areas.
b. All - complicate textures & make slightly porous.
7. Retexture neck muscles so they match the rest of the muscles.
8. Mechanical parts.
a. Texture.
b. Sculpt damage layers. In the scene where he wakes up, the mechanical parts should look brand new. In the next two scenes, they should look more weathered.
9. Coat
a. Texture collar and pockets.
b. Sculpt and stitch collar and pockets.
10. All clothes - scuff up, make look worn.
11. Holsters
a. Sculpt into shape.
b. Detailing, including stitching.
12. Belt
a. Sculpt into shape.
b. Detailing, including stitching.
13. Guns
a. Texture
So, here's the big list for Creed. (I'm working on the mouth and tongue. As I write this, I'm bouncing them back into zBrush.)
Creed To Do List:
1. Gums & Tongue
a. Separate tongue from gums. (Ann suggested this, as it's how they do it in the movies.)
b. Sculpt gums to fit teeth.
c. Texture tongue and gums.
2. Body
a. Refine wounds.
b. Detail hands.
c. Detail feet.
d. Detail/fix texture on lips.
3. Wound layer
a. Make wounds look more "dead" through texturing.
b. Sculpt muscles.
4. Hat
a. Stitching.
b. Model & texture hat strap.
5. Mask
a. Get bolts into head, or...
b. Consider straps around head. Might look more "wild west."
6. Bones
a. Skull - add suture joint areas.
b. All - complicate textures & make slightly porous.
7. Retexture neck muscles so they match the rest of the muscles.
8. Mechanical parts.
a. Texture.
b. Sculpt damage layers. In the scene where he wakes up, the mechanical parts should look brand new. In the next two scenes, they should look more weathered.
9. Coat
a. Texture collar and pockets.
b. Sculpt and stitch collar and pockets.
10. All clothes - scuff up, make look worn.
11. Holsters
a. Sculpt into shape.
b. Detailing, including stitching.
12. Belt
a. Sculpt into shape.
b. Detailing, including stitching.
13. Guns
a. Texture
New Vlog!
I said I'd get it done! Here's the latest vlog, showing the hole in Creed's cheek and the inner mouth. Good stuff.
Monday, July 4, 2011
Trial and Error
That Bodacious Creed right cheek image from yesterday? Yeah, that's already old news.
As with so many other disciplines, there's a certain amount of trial and error that goes into 3D modeling. The method I used over the last two days to get that interior mouth view through Creed's right cheek was not working.
First, deleting polygons in Maya to create the hole actually made all my sculpting layers for Creed go away. The sculpting layers allow me to do things like switch his feet from regular to boot position, or to remove the sculpted in wounds. Layers allow for much greater flexibility if I want to change anything, in other words.
I didn't realize the layers had gone away though until I had done a bunch of work trying to sculpt the existing inner-mouth geometry. That wasn't working as well as I wanted it to either, but when I saw that my layers were gone, I had to think of a new solution.
So, this is what I've done today.
1. In zBrush, masked off the cheek wound where I want the hole to be, then reversed the mask so that any changes will only affect the cheek.
2. Pulled that cheek area a bit into the face, and then enlarge the cheek area. This causes the skin at the edges of the wound go fold in, giving the skin a look of thickness.
3. Send the main Creed mesh and the gums/teeth over to Maya from zBrush, for reference. Modeled the interior of the mouth as a new object. The mouth interior includes gums, tongue, and uvula.
4. Send the interior of the mouth back over to Maya for sculpting.
5. Deleted the old gums.
Now, here are a couple of future steps that will make this all work.
1. The black area on the cheek will be used to create a transparency map in Maya. In other words, it will be invisible.
2. Make most of the mouth/throat tube on the main Creed mesh transparent. That way only the new interior will be seen.
The funny thing is, now that I figured out this better method, the work is going really fast!
Sunday, July 3, 2011
Creed's Mouth
I'm going to have SO much to put in a vlog soon.
Today, I've decided to tackle the problem of the interior of Creed's mouth.
For an ordinary model, one doesn't have to worry too much about getting the inside of the mouth exact. It's generally enough to extrude the polygons inward from the lips, make sure there's some space in the mouth area, and extrude it down into the throat. Create teeth and gums separately, and it will look perfectly good for images and animation.
However, Bodacious Creed has a big hole in his right cheek. Fortunately for him, the main muscles are intact, but much of the skin had to be removed in bringing him back. Since you can see the inside of the mouth from that gaping wound, the interior has to look right!
I've never modeled the inside of a mouth in detail before. I expect this will be time consuming, but I also anticipate a really cool looking result.
Back to that now. I think after I've done this, and perhaps even textured it, that will be the time to create my next vlog.
Oh, here's an image of the work in progress, after I put the hole in his right cheek.
Today, I've decided to tackle the problem of the interior of Creed's mouth.
For an ordinary model, one doesn't have to worry too much about getting the inside of the mouth exact. It's generally enough to extrude the polygons inward from the lips, make sure there's some space in the mouth area, and extrude it down into the throat. Create teeth and gums separately, and it will look perfectly good for images and animation.
However, Bodacious Creed has a big hole in his right cheek. Fortunately for him, the main muscles are intact, but much of the skin had to be removed in bringing him back. Since you can see the inside of the mouth from that gaping wound, the interior has to look right!
I've never modeled the inside of a mouth in detail before. I expect this will be time consuming, but I also anticipate a really cool looking result.
Back to that now. I think after I've done this, and perhaps even textured it, that will be the time to create my next vlog.
Oh, here's an image of the work in progress, after I put the hole in his right cheek.
Saturday, July 2, 2011
Vlog?
I've been getting a lot done, and I've been meaning to create another vlog to show that work. I've just been too busy to get one finished! I've started several times, but I realize it's taking too long and too many takes, so I get back to the rest of my work. It's just easier to knock out a blog than a vlog.
So for now, here are some notes on what I've accomplished on Creed in the last couple of days.
1. Created the wounds mesh, and the wound areas on the body mesh now fold into these. Basically, it gives a more realistic look and has a lot more possibility for detailing. This involved copying the body model and deleting everything that wasn't wounds. I also turned off the wounds layer on the main mesh, deleted it, then re-created it so that I could carve the wounds in again.
2. I also redid the UVs on the wound mesh, for best texturing.
3. I created a new wound stitching brush for areas where Anna would have sewn Creed's skin together. Here's what that looks like, without the texture. Click on it to really see the details.
At the moment, I'm going to see what I can do about the hole in Creed's cheek. I've sent the body mesh over to Maya with GoZ. So, I'm going to get back to that now.
I'll try to get a vlog out soon!
So for now, here are some notes on what I've accomplished on Creed in the last couple of days.
1. Created the wounds mesh, and the wound areas on the body mesh now fold into these. Basically, it gives a more realistic look and has a lot more possibility for detailing. This involved copying the body model and deleting everything that wasn't wounds. I also turned off the wounds layer on the main mesh, deleted it, then re-created it so that I could carve the wounds in again.
2. I also redid the UVs on the wound mesh, for best texturing.
3. I created a new wound stitching brush for areas where Anna would have sewn Creed's skin together. Here's what that looks like, without the texture. Click on it to really see the details.
At the moment, I'm going to see what I can do about the hole in Creed's cheek. I've sent the body mesh over to Maya with GoZ. So, I'm going to get back to that now.
I'll try to get a vlog out soon!
Subscribe to:
Posts (Atom)


