Thinking the Avatar
30 NURBS Tutorials
Activity Character Model
3 Texture Tutorials
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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
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.
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.
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
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.
If I have time I will change the pants using this Tutorial
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
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
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.
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.
Find some links at the end of the explanation.
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.