3.20.2007

Mubox work in progress


I would keep working on this more tonight but its 4am and I've got a trip to london tommarrow. It should be exciting!

Models by Claire

Based on "cave troll" design by WETA digital

Based on "Draconian" model sheet by Sony Entertainment on-line

3.19.2007

Troll Mud Box Preview


Troll top view in mud box. If you want photo realistic textures in mudbox you can stencil a b/w image straight on to the model. Personally I like to paint it all by hand becuase I have more control and I can work looser. Pasting reference in seems like to cheep a solution, its too obvious were the photo ends and hand paint begins.

3.10.2007

There is more than one way to skin a Cave Troll.

There is more than one way to skin a Cave Troll. Dave specifically asked for a "pelt map" with as little seams on the Cave troll's back. He also wanted to see as little texture streching as possible while still making effecient use of the UV space. I spent probably wayyy to many hours on both of these but I think it payed off as far as I know know how to get the UV editor to do exactly what I want, instead of just guessing as to how it will unfold.

One problem I encountered was that The UVs kept blowing up after I used the unfold command on a mirrored UV. I realized that it was probably having something to do with topology getting reversed. I used the Unfold comand on the entired UV shell and that fixed the problem. So besure to check that your UV maps are flipped on the correct side if you want to connect to together. A second issue with unfolding is that the maps tend to fold over in the corners. If that happens use the relax command on the offending area and it will sag the UVs on the seam and square them up in the inside. Then select one half of the sag and unfold it. Then select the other half. This method is pretty good for a quick fix as opposed to manually pulling the uvs out of each other one by one.

I think it might be worth it to write up a tutorial on my methods for my own reference as well as for the other students, becuase I know a lot of people who could use more help on UVs. For example there are a lot of Newbie mistakes in the troll pelt map that I didn't know I had made until I showed it around to some professional UV mappers.

A good UV map should have perfect symetry. It should also make use of the space and have no overlaping UVs. Areas that require more detail such as the head and hands should be larger on the UV map than areas of the model that are mostly flat and uniform. All the UV squares should ideally be as simalar in shape as the modeled geometry. The UV map should have as few seams as possible. Seams that are on the model should be located where they will be seen the least such as under the foot and on the interior of the leg. If possible try to make UV map seams a straight edge or a clone of the opposite edge so that it is easier paint the seam edge in Photoshop. Excessive stretching of the texture is not desireable. Its not really possible to create a UV map that doesn't have at least some bad areas in it. Don't attach to hard and fast to these suggestions in the end what matters is how it looks in the final in game art.

3.06.2007

More LOTR Cave Troll Progress




I went back and changed the edge loops so that they follow the contours of the Face and muscle structure. The right side is the new side and the left side is the model from last post, for comparison. I am really happy with how much progess I have made on the detail of the eye rim. I have learned a lot from trying to create models from professional grade designs. Its really clued me in to the level of detail present in professional work that I wasn't getting from working from my own designs. If I had the time I would work this to a point were it looked exactly like the original design, but for now, I think its close enough. I should start on to UV mapping, texturing and mudbox by the end of the week.

3.05.2007

weighting Pose Pass - Troll


Cave troll with test Rig and quicky paint weights. My Maya instructor suggested that I test the deformations on a model in a pose to see if it looks how I wanted becuase it can be difficult to preconcieve how a model will look in standard T pose. I included a photo of the Cave troll Maquette reference, which is done by the Lord of the Rings movie staff not by me. I am taking a Maquette class. Im not sure if I want to do a cave troll for that too but I would look kinda cool to see the whole process in portfolio.

Maya Model Progress01


I'm going to start posting my daily progress on the models I'm working on.
Lord of the Rings cave Troll, based off a photo of a LOTR maquette. I have gone through a few design revisions on this one. This latest one has lots of hanging fat and more upper body muscles.

3.04.2007


Adding some more details. I hit the 4000 poly limit on the nose, with the medium Res. Now Im going back in to add details to a high res Sub-proxy. I should probably be UV mapping right now but I really prefer to not be editing geo when I UV becuase it is very unpredicitable.

3.03.2007


about 2000 poly model done from a model sheet by SOE.