Thinking the Avatar
Polygonal Tutorials
Activity Fish
Topology
30 NURBS Tutorials
Activity Character Model
NURBS
3 Texture Tutorials
Modeling Avatar
Final Boss
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Creating an Avatar.

During the first week I had been thinking in which avatar I could do, I thought that was a good idea to do something useful for the final project. With this  in  mind I thought to do a demon or something like that, but maybe  it can be too difficult for my first project in Maya, then I have decided to do a villager and try to do it as  real as I can. For the selection of the villager, I chose a game called GuildWars2 to take the pictures of my own character to reproduce it.

I diced for the design use another image of a girl and when the project advances dress it with the clothes more typical for the game. I followed this tutorial http://www.youtube.com/watch?v=V2gSU8xVfYI.

With this tutorial i putted the pictures on Maya and now the projects is ready for advance, but I think that first I will do a static object for the avatar that will be more simple for my level.

 

The tutorials: During this week I had been doing 20 tutorials and a 3D model of a fish

Tutorials:

The Screens that are below show my end result of all the 20 tutorials that we had done for obtain the enough skill to do a 3d model of a fish.

1. Creating Primitive Polygons
2. Primitive Divisions
3. Selection Types and Soft Selection
4.  Modifying Primitive Parameters
5. Smoothing
6. Extrude Tool
7. Wedge Face
8. Bevel
9. Cut Faces Tool
10. Interactive Split Tool
11. Bridge Tool
12. Edge Loops and Ring
13. Sliding Edge Tool
14. Spinning Edges
 15. Inserting Loops
16. Reflection Setting
17. Object History
18. Combining and Separating Meshes
19. Merging Vertices
20. Creating and Using Layers

Activity: Fish.

The objective of this activity was to reproduce a fish,  using all the tools that we had been learning from the last tutorials.

In this image we can see how we started developing the fish and how we finished, using the tool of “Importing Reference Images” in a “NURBS primitives/Plane” we could during all the project display and image in background of the screen to keep proportions.

The next steep that I did was put a box in the body of the fish and reproduce it using tools as movement of vertex and “Edit Mesh/Insert edge loop tool”. I did the same for the fin of the fish and doing  copies and modifying obtaining different versions of the same flips.

At the same time you can see that I have work with layers in the bottom and right side of the image, with easy name that help to identify it.

In the image apear in green the main flip and the others versions of the sameone with the exception of the boton/front flip that was do it from zero.

For obtain the volume of the object and symmetry of the fish I have used the tool “Soft Selection” and “Reflection Settings” that we can see in the image.

For finish I will show some views from the end fish and a link to download the project.

Download Fish

Topology

Part 1: Find some good 3D mesh examples:

  • Identify good/bad use of Singularities
    A good use of the singularities is when They are used in parts of the body or objects where we know that the fluency of the mussels change like in the eyes, elbows or in the union of different objects.A bad use is when we abuse of singularities using it in the middle of mussels that interrupt the fluency of the movements or the natural expressions.
  • Critically evaluate the topology.In this example the eyes are gone be a nightmare of topology but the good point is that is uniform. At the same time if you have to animate it you have to consider that you have not enough polygons to define goods expressions.

    In the boy example we can see a good example that try to follow the movement of the different parts of the body, always we can see some singularities but its impossible to evade it in some cases. But in the example we can see how the singularities  are in parts where is not usual to animate.
    Totally the opposite we can see a example of the bad use of singularities because they are place in positions where are gone be impossible the animate because they are going to deform the symmetry.
  • Identify complexity zones
    At the moment the zones where I expect more complexity is in the face with the union of the head with eyes, nose, mouth, heaths or hears. Another part that its gone be difficult is the elbows.

Part 2: For your own 3D model – using your Vitruvian poses:

    Identify possible complexity zones

  • How many ? Where ?
    My character is going to be a character how show the entry at the beginning of the blog, I think that the mains problems are gone be in the face, breasts and elbows. Of course I’m steal thinking in hands, fingers, feet and laps.
  • What is your plan in terms of topology ?
    Try to evade as long as I can If I can’t evade the typology in some cases I will try to situated in points where is usual that they don’t move  or try to reduced as much as possible.

30 NURBS Tutorials

1 A comparison between Polygon and NURBS modelling
2 NURBS Components  
3 Creating NURBS primitives  
4 Manipulating NURBS surfaces  
5 Using the Surface Editing tool  
6 Manipulating NURBS to an image plane  
7 Adding detail using Insert Isoparms  
8 Detaching NURBS surfaces  
9 Using Deformers  
10 Sculpting surfaces  
11 CV (Control Vertices) Curve Tool  
12 EP (Edit Points) Curve Tool  
13 Pencil Curve Tool  
14 Bezier Curve Tool  
15 Creating an Arc Curve using a NURBS Circle  
16 Three Point Circular Arc  
17 Two Point Circular Arc  
18 Creating Text  
19 Curve Editing Tool  
20 Creating Curve Knots (Adding a curve vertex)  
21 Extending Curves  
22 Opening and closing NURBS curves  
23 Duplicating NURBS curve  
24 Creating an Instance when duplicating NURBS curves  
25 Offset Curves  
26 Extract curves from NURBS Surfaces  
27 NURBS Revolve (Lathe)  
28 NURBS Loft  
29 NURBS Extrude  
30 NURBS Planar  

Activity: Character Model



This three pictures are the images used to develop the project. The pictures of the hand were added by me because I wanted more quality in the hands.
The right pictures show how I created a plane and put in the background of the project with the objective to develop easy the picture.

In the left hand we can see a another perspective of the plan but these time in two layers to work more comfortable and in the other hand how we started to create the project with a cube. In a next pictures we will see how I changed my first idea, because It doesn’t work as I expected.

Starting to situate the cube, deleting the left side of It and moving more to one side, with the objective to duplicate it and  work in both side at the same time. But It doesn’t work as I expected, because these method only work in Polygons, not with NURBS

With the option Revolve I though to create the head but it result to be easy just with a Sphere, you can see It in a next picture. I used another Sphere to create the body.

I used some circles and the option Loft to create all the arms and T-Shirt. In the second picture I used Isoparm and Insert Knot to obtain more definition. In the last picture I used the option planar.

The First picture show the result to try to do a hand without a background image or Spheres and using the option loft and planar.
In the others image show the progres to use sphere  and background images to do the hand.

For the finger I used Spheres and Soft selection.

To do the other side of the avatar I used the tool duplicate special that I discovered on internet.
For the legs and head I used Spheres but I’m not convinced with the result of the legs, If I find some time more I will try to discover another option but for the moment I don’t know how proceed with the tools that I know now..
Finally I tried to do another version of the face with the option Sculpt geometry tool but I didn’t continue to far because It resulted not so good as I expect but I’m sure that is because I don’t know used properly or I need another tool to work in this case.

To finish the project I show two different versions of the project that I did, I hope learn more to increase the quality of the project.

Dowload Project.

If I have time I will change the pants using this Tutorial

NURBS

Part 1: Find some good NURB examples:

Critically evaluate the topology

In case number one is just different examples of what can be do it with different factors, but in the other case we can see a strange form do it for the abuse on factors if you want do a picture object maybe will be better work with polygons instead of NURBS just a square or a plane.

Identify common shapes and object types

In both image we can see NURBS examples where we appreciate uniform and non-uniform functions it is done for the for the primary factor. As we can see clearly in the right image and how they transforms the curve doing lots examples of non-uniform. And in the left side we have different examples which are using the same points but with different factors.

Part 2: For your own 3D model: Girls Model (see It at the begining)

Identify the possible uses of NURBS and surfaces

How many ? Where ?

I don’t know How I gone obtain as quality as I want using NURBS but I maybe I can use polygons for the character and for weapons or objects use NURBS. And in the quantity I don’t know How many because it depends in the amount of objects that I’m gone use.

What is your plan in terms of topology ?

I will try to do my project as realistic as I can for the reason I will use all kinds of topologies. I think that is probably that I’m going to develop a staff for my character then probably I will use uniform functions for stick and non-uniform in order to give for details.

3 Texture Tutorials

In this first project was more or less simple but so interesting, because I learned some things about UV texture mapping. In my opinion the most interesting tools, in this project, are some characteristics in Attribute Editor, UV texture Editor, Automatic Mapping (used to create the different Planes of the UV map).
In this model we didn’t create the object, just split it in different parts like arms, legs, hands, head and torso.In the majority of this part we needed create Planar Mapping and use the option Shade UVs to see that the UV map was overlapping, to solve this we used the tool Cut UV edges and Unfold with the objective to create a planar UV map  of the different objects.The different textures are original from the tutorial, The UV objective is create a texture inside the lines that mach with the superficies of the object.In the second part of the project was focused to apply textures and Normal maps.Troubles:In my Scene the option “keep faces together” was unchecked as a result when I tried to Unfold the UV it doesn’t work as It was expected, I spend some time to find the problem and doing it again as show the image.
The final tutorial was short but interesting because aloud have quality in yours textures with a low cost.I used a object with low and high resolution and the option Transfer Maps to create a low polygon object with a texture that in high Quality Rendering show a big improve in the quality of the texture of the objectTroubles:I didn’t follow the tutorial correctly and instead to add the high resolution object in Source Meshes section It was added to Target Meshes section as the low resolution object.

Dowload Project

Creating the avatar

The next pictures are a brief explanation of how I have created the avatar, with some explanations.

I didn’t took lots of pictures of the process of modeling the boot is similar to the body. I continued modeling the clothes some of them rigid and other with the effect of dinamic. But this end with some errors that I will explain.

I took two pictures of the procees of do UVmaps usind Unfold or cut tools and soft the UVmaps. I didn’t took pictures of the creation of the images because using Photoshop not Maya, but you can appreciate how they luck, some of them have a bit of alpha in order to be a bit transparent. The last pictures was done in the method of the creation of the bones.

In the left pictures I show how I used IK handle tool used for the animation

Hear we can appreciate one error and his solution I could mesh all the objects in order to animate it without lose the UVmaps but I found a s solution Mesh but respecting the original UVmap as show the picture, for me was necessary because if not I should do all UVmaps again

In this part I show another problem an another solution. First of all I used Rigid skin in order to attach the skeen to the bounds but this an automatic process and he attach what the maya think that it’s correct. In the first two pictures you can appreciate how Maya attached some of the skin of the body at the arm. I solved it using Edit Member Ship tool wich show the vertex that are attached to bone selected and allow attach new vertex only selecting,In the head happened the same problem but was solved using the same method

1.- Image plane and put Spheres simulating the body 2.1- Spheres simulating the body
2.2- Spheres simulating the body 2.3- Spheres simulating the body
I used spheres of NURBS in order to create the volum of the model allays following the model of the background image.
3.- Extrude and delete central Faces 4.- Adjusting
5.- Adjusting 6.- Mesh-Create Poligon
I create a plane, extrude it continued by delete the midel faces in order to create the thorax and start to use reflection setting to work in both sides at the same time. In the last picture I used the tool Creat a polygon tool for create an object easily with the model of the side torax
7.- Edit-Duplicate Especial 8.-Append to polygon tool
In this two pictures I learned to use two new tools duplicate special and Append to Polygon Tool. Using this tools to do one siede just duplicating it and the other tool the create new faces followed by extrude sides, Interactive split tool is a new tool that I discovered is very useful because allow easily create perfectly the structure.
9.-Normals-Soften Age 9.-Spli tool
10.-Extrude and softing 11.-Append to polygon tool
In this four pictures we see how I used the tools to create to torax and how using the tool Merge Vertex.
12.-Extrude and softing 13.-Merge
14.-Merge 15.-Extrude and resize
16.-Adjusting-nsert edge split tool 17.-extruding Bubs and insert Edge loop
18 extrude 19.-fill hole, add some edges and adjusting
20.- extrude 21.- extrude finished
22.-arms extrude 22.-legs extrude
23.-arms extrude 24.-arms finished
All this pictures how I created the body in order to follow the nurbs sphere, and how I tried torespect the topology.
23.-merge by vertex 25.-hand 1 finger
25.-hand starting with a box 26.-hand insert loop edge and adjust
27.-adding more edgjes, modifi 27.-extrude fingers
28.-merging vertex 29.-face sphere
The section show the method used to creat the hand. The last picture show the beginning of the creation of the head
30.-adding vertex 31-modifing vertex
32-adding neck-duplicate especial 33.- Merg, combine vertex and adding edges
34.- combine vertex and adding edges and adjusting 35.- Duplicate especial, combine both side vertex and adding edges and adjusting
36.- screen with reference 37.- Doing the boot
This section show how using a sphere and modifying and creating some lines we obtained the head model using some extrudes, delete and creating vertex or edges. I used a short video on YouTube in order to take care of the topology and obtain a good result for be my first head.In this side view show perfectly how in all the moment we respect us image reference. At the other had how was the first model of the boot.
37.- boot finished 38.- ChestArmor with cloth
I didn’t took lots of pictures of the process of modeling the boot is similar to the body. I continued modeling the clothes some of them rigid and other with the effect of dinamic. But this end with some errors that I will explain.
39.- ChestArmor and brazer 40.- Doing UVmaps
41.- Doing UVmaps 43.- Doing Boones
I took two pictures of the procees of do UVmaps usind Unfold or cut tools and soft the UVmaps. I didn’t took pictures of the creation of the images because using Photoshop not Maya, but you can appreciate how they luck, some of them have a bit of alpha in order to be a bit transparent. The last pictures was done in the method of the creation of the bones.
44.- Creating IkHandleTool 45.- Changing some textures
In the left pictures I show how I used IK handle tool used for the animation
Doingskirt 46.- Mesh
48.- Bones Rigid Bind 48.- SOLUTION
Hear we can appreciate one error and his solution I could mesh all the objects in order to animate it without lose the UVmaps but I found a s solution Mesh but respecting the original UVmap as show the picture, for me was necessary because if not I should do all UVmaps again
49.- Problem Rigid Bind 49.1- Rigid Bind Solution
50.- Solved Problem 51.- Problem and Solution with Freeze
52.- Freeze Solution 53- Another part to need solved
In this part I show another problem an another solution. First of all I used Rigid skin in order to attach the skeen to the bounds but this an automatic process and he attach what the maya think that it’s correct. In the first two pictures you can appreciate how Maya attached some of the skin of the body at the arm. I solved it using Edit Member Ship tool wich show the vertex that are attached to bone selected and allow attach new vertex only selecting,In the head happened the same problem but was solved using the same method
54- Doing the platform 55- Doing the render after animate
At the left we can see a platform and in the video at the end you will appreciate his texture. At the right screen you can appreciate that we are doing the rigging but it was after animate some scenes using the hotkey S that allow doing key frames wich memorize the actual frame. We used 200 frames. We moved all the bones of close to all in order that you can see how we attached correctly the bones but you will see a best animation in my Final Boss project because my aim will be RIGGING. continuing with the explanation I set some features of rigging and a white background It took around 2 hours of rendering

VIDEO ONLINE (YouTube)

http://www.youtube.com/watch?v=KVFCUSs0nb0&feature=youtu.be

Downloads:

SCENE

UVmaps + SCENE 

VIDEO 1.3 GB

As you will appreciate in the cloths need to be improve I discovered that has to leet around 50 fotograms before to start the animation. Another mistake was not the soft of the eyes. But this are irrelevant problems donned for complicate too much the project. In my Final boos I will implement the hair in order to obtain a best luck.

I recommend only download the Scene because scene + UV is too huge.

Thanks to Beata Parczewska for her help on rendering and to Unai Gonzalez for his suggestions.

Final Boss

In my last report I will explain how I created my final boss and attach some links to dowload it.
I used the pictures of Lyndon White member of the team project in order to used it as reference to the creation of the a ghost the wife of the Main character of us future game.
Because we are going to use this model in the our game I focused in modeling and rigging because this model its gona have lots videos on the game.

Catherine font

Find some links at the end of the explanation.

The first picture show I lock and hide the atribute a mistake if I wanted add nurbs controls later. It wasnt explain in the tutorial but it has to be done in the las steep, it produced a nightmare of problems the most of them solved, as you will apriate I save differents steps of the scene and you will chake it. The last picture show a usefull option to show what you have selected in the scenne in the outliner.

1.-Mouth 2.-Hair
In this first picture you can see how I creat a mouth opening the lifts. And in the other hand you can see how I started to do extrudes the head in order to do the hear but as you will se it was too much objects and I mesh the differents extrudes and did some simple objects.
2.-Hair-Continuing 2.-Hair-Duplicate
2.-Hair-Mesh 3.-Improving hands
In this three picutres of the hair we saw how I was producing and meshing the hair I used a color different in the lamber to see clear what was the head and what the hair. In the las picture after modify lots line of the hand I decided to use sculp geometry wich I discovered that it is so usefull.
3.-Result hands 2 3.-Result hands
In this two pictures you can apreciate the change and the upgrade of te model.
4.- Boots 4.- BootsFinished
As you can see I did a create a simple pair of shoes
5.- Dress faces Reverse 5.- Dress faces
5.- Dress 5.- Dress Finished
Deleting polygons Screem Body
The last pictures show a differents steeps of the creation of the drees, I didn’t show the work on Photoshop because it is another subject. In picture number five I show how I delete lots polygons unecessarys in order to reduce the number of polygons and the las picture How lucks the dress with the texture obtained from differents dress.
6.- Head Texture Corrected 6.- Head Texture Finish
6.- Head Texture 6.- New tool Soft Modification tool
The first three pictures reference the work to flip the faces because they were lucking at the inside of the body and the last picture How I learned to use a soft modification tool wich can be delete or modifcate easily.
7.- Skiin 2.-Duplicate speacial with input graph
The last pictures represent hypershade used to create and fusion layers.
An the next pictures Its what take close to 24 hours of riggins between work an tutorials.
8.-Bones 8.-BonesMirrorJointOptions
The first picture show the outline screen and how I was creating the skeleton, and the second picture how using the Bones Mirow joint Option I duplicate easily in the other side
8.-BonesOrientJoint 9.-Add New Attribute
The first picture is abaut the orientation of the rotation and how it has to be changed to obtain a good angle of movement in the bones, the second its how I create a group and add an atribute of the hand I could add more controls but it was too much time.
9.-Create Locator 9.Finished Control Hand
The locator of the first picture is reference of the knee orientation, and the second its how we linked the atribute of the hands with the angle of the fingers creating a preset movement
9.-Ik_handles 9.-Ik_handles_Group
The Ik handdle tool showed in the last two pictures and how we create a group in order to create a best movent, this kind of Ikhanddle instead of the tipical one allow orient the knee.
9.-Ik_handles-CreatingGroup and moving the pivot 9.-Limit Rotacion
In the first picture show the control created for the foot for folow the next steap that was move it in order to be easyer to select and animate. An the next picture how I joined all the skeleton and add usefull name in order to be more controled
9.-Lock and Hide Selected 9.-Reveal Selected
9.Set Driven Key 9.-Set Driven Key
The first picture show a steap of the creation of the atribute of the hand and how you set keys in order to animate the atribute using drivers. And the second one how I put a union to the arm and clavicle doing that in some angles of the arm has to move the clavicule instead of the arm.
9.-Show selection handles 9.-Snap to point
In the picture show how I displayed the selection handles of the bones and easily move in order to be easyer to select, it was realy usefull and simple to animate. The secon crazi picture its abaut how I created the control of the knee.
10.Edit membership tool 10.Edit membership tool2
This two picture are steaps of the correction of the rigid skin used and how using Edit Member ship tool I solved it.
10.-Improving the selection 10.-Relation
In this two pictures we can see the proces to attach nurbs to the bones it was realy crazy and this produce lots of errors for had blocked the atributs and it didnt alow to parent the boxes and the bones producing more errors and mistakes but I could solved as I said.
11.Creating the scene with cameras lights 11.Creating the scene
The last two pictures are when I was doing the animation and rendering, the rendering with a good quality toock 2hours

As you will see in the video you can see the legs of the ghost I did a mistake in the render options and after 2 hours waiting I decided that was not too importat as for expend two hours more. Please pay attetion in all the movent included the hands.

Project with all the differents scenes 500 MB

video of less resolution of the animation 5,5 MB

video of the render without sound 700MB

sound track used in the video 4MB

video on youtube

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