Tuesday, September 30, 2014

The Kind of Final Update


I am pretty sure this will not be my final render for this First Quarter Project. I have worked on lighting and minor environmental stuff for the past week or so and I am pretty fond of the result. I decided to make a man in bikers clothing with a helmet, boots and a leather jacket. The man is somewhat general in appearance and appears to have a little bit of a heavyset figure. I had decided to render it in mental ray, and have shadows and other reflective lights make the model act as if they were the center of attention. I pretty ok with the final result overall my favorite parts are probably the helmet and the boots, because I find there designs interesting. The biggest problem for sure is some of the polygons that would most likely wreck this if I attempted to rig it, and the face basically being the definition of the uncanny valley. Other then that I enjoy the final result.

The majority of the stage environment and the model of my character.
Closer view of the model of my character.
Angled view of a closer version of my character.
Right side of my character.
Left side model of my character.
Close up of the face and helmet model of my character, and the uncanny appearance of his face.
Back of the helmet and light reflections.
The boots.
The face of Mercy


I have also realized with the render of the video you can see the endless black abyss that is where a root should be covering it, This will be addressed however do to the lack of time to re-render this is how it will look for now.

If you care to see the process of how I made this character feel free to look at the prior blog posts.

Friday, September 26, 2014

Most Updated Model as of 9/26/14


The updated model from a front view.
Changed the textures of the black leather to be less white and splotchy.
Fixed the broken reelection off the glass of the helmet.
Fixed the broken reelection off of the helmet.
I feel that I may need to add a better texture to the Boots, however I am a fan of the current coloring and shaders.
Fixed lighting of scene and relection off of helmet. 
Fixed the textures of the walls and floors.
Fixed the awkward hand and fixed the wall that had been missing a texture.


Monday, September 22, 2014

Little Update Blog

Hey, this is how my model is coming along and what Minor changes I will be making in the upcoming days, I will most likely follow this blog up with other updates and such.
Beautiful Model

Ok environment, not much that I need to change in my opinion, maybe mess with the lighting and make it more balanced. [Done]

I dislike the weird reflection of the Suit which shows the Helmet, this will be addressed. [Done]

I dislike the weird reflection of the glass of the Helmet, this will be addressed. [Done]

Looks pretty ok in my opinion.

Once again looks pretty ok in my opinion, the hand may look a little deformed.

I need to most likely polish up the reflection in the Helmet that is awkward. [Done]

I will address the problems I have spotted in this Blog post, I should have another post coming soon with the Updated versions before I have the Final one finished. I think that is it for this update.


Thursday, September 18, 2014

Character Color/Texture Update

So I added some leather textures to my model for the clothing. The Jacket and the Pants are both leather textures that are different colors. The Helmet is a plastic texture, and has a glass mask over the face to help protect it from are and flying projectiles. The boots are made by a somewhat similar texture to differentiate it from the pant legs. I think that overall it looks pretty good, and If I had time I would make minor changes to the textures and make them more detailed, and maybe bump map them. I decided to not bump map due to the time that I have to finish the project. 









Next I should be bringing you the environment and better lighting. 



Thursday, September 11, 2014

3D Character Model Update

I have finished my model, and the basic idea of a heavyset man has managed to stay in tact. However he has now got some pretty sweet boots, and a nice bikers helmet. I basically started the model by commandeering a basic human model from the Mudbox. Then I proceeded to edit all of the proper limbs of the model, then I edited the proportions to fit concept of the model for my character. After the editing of model proportions I put the model back in to peaces, and made the body one large object, that would remain to work as a base for my clothing and other cosmetics. The first thing that I added to my model was a bikers helmet that was somewhat based off of the Bell: Star Matte Carbon Motorcycle Helmet because my character is a baller which can afford 700 dollar helmet. After that I decided to give him some pretty sweet boots, because I figured that it would go ok with him being a biker. After I made those boots I made the pants and the shirt, which were basically made by selecting the proper faces and then making them into clothing. After I had finished the clothing i decide that I needed to put more depth into the face, I added many wrinkles and eyes, and hopefully climbed somewhat out of the "Uncanny Valley" of doom. After all of that I made minor changes to enhance the shirt and pants. I have basically finished my model, and now I just need to texture, and edit the colors to something other then Lambert 1. I will proceed to do this for the next week, and update this blog once that has been finished.

Default Mudbox Human Front View.
Default Mudbox Human Side View.
The horrendous destruction of the human body to make it correctly proportioned.
The more Proportioned Side View.
The Helmet added to the model. 
The somewhat spooky face that borders the "Uncanny Valley", he prefers to where that helmet.
The stylish boots.
The hefty body with a shirt.
Side view of his face with a helmet, so you can admire his nose.
The Shirt and Pants with added Wrinkles, and a proportioned front view.
The Shirt, Pants, and Helmet with added Wrinkles, and a proportioned side view.
The beautiful man.