Thursday, July 23, 2009

Hair optimization (reduction of polygons)


Here is the finished face and hair optimized and separated. This head will be merged with the current female body that I have been modeling. This model looks pretty close to the reference image.

Wednesday, July 22, 2009

Hands


Hands have to be modeled two fold one for easy, UV unwrapping and also for rigging, no overlapping and troublesome geometry.

Tuesday, July 21, 2009

Image planes and edge flow

The female body is ripe with lot's of curves small nuances and varying specific edge flows that should start in the modeling phase. The model can not be to detailed or the sculpt in Z-brush will not follow the contours of the body correctly. Now I will model the hand and attach this to the body.

Thursday, July 16, 2009

Breasts modeling the new way


Breasts were always added after the torso was done, then by creating an opening in the geometry and placing a circle type piece of geometry into the cavity and moving vertices accordingly. I have found a way that can produce breasts through modeling them with the torso by following the edge loops of the bodies geometry. This can been seen in the WIP image which also incorporates the shoulder blades, hips and other essential body components into the working geometry by modeling the back then modeling the chest area (breasts) using back, front and side reference images. the image shows the breast area ready to be modeled. The second image shows the breats created with the edge flow using a small amount of polygons but in quads. I have also found that it is not neccessary to model the aereola and nipples in the base mesh, these can be added in the normal map or the texture, which is a good idea since the breast usually carry the most polygons in the chest area.

Tuesday, July 14, 2009

Modeling the Base

When I first started modeling the first thing that was done was to create the foot and model up. Most
of those early models never included the toes and details of the feet or toes, only blocking the base and creating the shoe type. My purpose here is to create feet with as few polygons as possible to compliment the head model for rigging and animating, additionally this character will be wearing sandals so detailed feet are still important.

Monday, July 13, 2009

Modeling for Rigs

This is a female character I am working on with the intention of rigging and animating for a short, I am working on. The eyes, teeth, tongue, hair and mouth need special attention to deform properly for animation. Included in this model is a mouth cavity to hold the teeth and tongue. Texturing should include use of SSS (Sub surface skin shader) that creates translucency for the skin to achieve more realistic results. The overall head model is only with existing geometry is only 2,112 polygons the image posted had some previous geometry now deleted. The polycount I am aiming for is 7,000 polys give or take.

Wednesday, July 8, 2009

Lights and a Camera



Here is the low poly female soldier render, best part of this render is that it only contains a diffuse texture map, one camera of course and three lights. I probably will work on this more to really bring it to life, but for now it is an OK start.

Tuesday, July 7, 2009

Low res mesh light test





Modeling finished and rather than set up the pose with a rig, I am working with the lighting first. The model is just under 1,900 polygons with only a diffuse texture map. Models like this are prevalent in FPS like Fear and others leaving lag time a thing of the past. I also included a ambient occlusion to show the base model prior to texture wrapping also I might snick this into Z-brush and build up on the model for a really high resolution version. I love those grunt type soldiers when they explode near a newly shot barrel. Lastly this model could go for more optimization to around 1,500 polygons.