Wednesday, October 8, 2014

Quarter One Project in a Nutshell



  • Conception

My project is a 3D character that is a man wearing bikers clothing including a helmet and boots. I decided to make this project mostly because at first I had wanted to make a 3D model of a heavier man. I then had many changes during the design process and then I eventually messed around and made a helmet which worked very well for some one that would be a biker or a race car driver. The other things that were considered were: Business Man, Gabe Newell, a 19th Century british industry tycoon, a football player and a king. I eventually got to this Motorsport man which has been enjoyable. 

After I had made the decision to make the man how you see him now, I then used Lynda.com, and John Pace for help at the beginning and throughout the project. These resources were the biggest help to start off the project with the sculpting and changes that I had made to the Default Mudbox human model. Then It was time to begin the long journey that would eventually become the "Heavier Man in a Bikers Outfit"


  • Planning

I had a prior blog over the plans that I had made to compete this project in an acceptable time period. This can be referenced by searching throughout the blog, or i can just tell you the based of it here. I basically planned two weeks to finish the molding and sculpting of the Model, which I also used to help me create the Helmet and Boots. After that I took a week to create clothing. One more week passed and it was time to troubleshoot the problems with the face, and some of the other areas of question, after that I began to start a long process of texturing and the shading of the model. I would then add the environment and further add lights to pretty the scene, I spent the last days rendering the "last version", which would then be further improved.


  • Creation

I began the process of creating the 3D model with commandeering the default human model from Mudbox, I then preceded to use blood sweat and tears to sculpt the mans body to the proper proportions which I would enjoy and find acceptable for that of a human. After that had been finished I went on to the Helmet and the boots which would be some of my favorite parts of the final model. Then the next week or so was spent on the creation of clothing such as his leather jacket, or his beautiful slacks. I kind of wish that I had had time to rig this charter and make him move or less awkward in a way. But that time was not available due to only have 6 or so weeks to work on this. Overall the Final Render is pretty good in my opinion and I quite frankly do enjoy it.


  • Self-Critique/Class Critique

I disliked the "Pre-Final Render"'s lack of environmental texture or coloring. Also the face being the definition of the "Uncanny Valley" was scary. Those are definitely the worst parts about the pre-post render. I have been working to improve this and the final render should come with this blog. Also the camera movement was jerky, and almost nauseating.



  • The evolution of the Man


The very rough concept of what I wanted the bodies proportions to be.







The first changes that were made to the model which include the sculpting. The creation of Boots, a Helmet and the rough clothing.




First render with no environment, minimal lighting, and bad textures.



Slightly changed now with an attempt at an environment and better lighting and textures.






The over light and broken reflection, shader and texture ridden render.




The render that fixed many of the broken shades and reelections of the helmet and the clothing.
At one point this was the "Final Render". This had been updated due to the criticism which I had known would come, and updated to make it look more interesting. 


  • Final Render

I personally am very proud of the final render, as it looks much better then any of the previous. The lighting, model, textures and camera have all been improved and it shows in this final render.




The "New Final Render" of this man, with improved lighting, quality, textures, and colors it looks much better. It also fixed broken things such as the jerky camera movement.



Overall I enjoyed this first quarter project, it allowed me to make whatever I had decided that I had wanted to. It was a good learning experience and I know next time that I make a 3D character I will use some of the tips and tricks which I learned during this project.