(Concept artists work, NOT mine)
(Concept artists work, NOT mine)
Once i had received the concept work, it was time to start tweaking the base mesh, making some altercations to the build and head, before converting the model out to Zbrush and using the mask and extract mesh tools to create the basis for the uniform pieces.
Using this mask, extract, export back to Maya and model method i created the three elements to the characters uniform, the trousers, boots and shirt.
And once the uniform was completed i overlaid them over the base model, deleting any concealed faces beneath, and combined and merged the vertices to create the solid character shell.
(Incorrect topology)
(Improved topology)
Although the character was still far from finished, i decided i wanted to attempt to tackle the rigging, binding and exporting into unity process so we could get an early version of the character into the game early on, that could easilly be swapped out for a more complete version at a later date... first of all i had to correct the topology under the arm pit as previously mentioned in Pt.1 by adding and improving edge loops that ran in rings around the arm and into the torso, so that any deformation during animation would be reduced.
I then used Maya's Human IK function to create the skeleton, and set about matching the joints and bones up to the mesh character model.
The skeleton and Mesh were then bound using the heat map method, before being grouped and exported together into Unity.
Back into Maya, and i decided i wanted to remodel the head first, to closer fit the Conceptual design, so i deleted faces from the neck, and lifted thhead away from the body, before deleting one half of the head so i only had one side to worry about.
I manipulated vertices to closer fit the size and shape of the concept design, as well as deleting out the edgeflow around the eye socket and brow so this could be better constructed later, and so i wouldnt deform the model too much while re-structuring the other features.
I extruded the faces from within the hairline, and created the hair style, and then tidied the geometry of the new head with the sculpting "smooth" tool and rejoined the head to the torso via the neck.
I performed a Planar unwrap to U.V map the model, and then set about cutting body parts via their edges and unwrapping them for the texture sheet.
Finally i used the U.V snapshot to paint on the base values and textures for the model, within photoshop.
The first experimental Texture for the model, which i intended to revisit and improve upon at a later date.
Once applied, the model was ready to re-export into Unity as an FBX.
Once imported, I configured the avatar as Humanoid before copying the components of the standard assets "Ethan" model, and worked with Prem, our game designer to get him working within the game world.
The character, animated, within the game.
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