Thursday, 24 April 2014

Jacket and jean textures

I have been working on some of the textures for Panhead kid. The jeans have turned out fairly well but need some more details on, like the zip and some extras. Then they need to be dirtied up and have some variation and maybe some creases. The jacket is looking okay, but I don't think the texture is quite right. It looks a bit wool'y, so I will have to experiment with that more.

Thursday, 6 March 2014

Maya

I recently brought the character into Maya, I was getting on okay with Max but I wanted to be able to work faster in a program I was more comfortable with. I shall still use max for other projects to learn more of its secrets but for now I am sticking with Maya.

His base model is pretty much done and cleaned up. All quads which will help for subdivisions as well as for rigging/animation and texture work.

Thursday, 27 February 2014

Some detailing on the face

When I have time to work on the panhead character, I have just been adding a few more details here and there and made adjustments to the overall shape and proportion (nothing drastic). Basically he was looking a little odd and I realised he needed some eyelids which really helps now. I have also tried to work on the mouth more but that will still need to be refined. I am actually thinking of skipping the ears as a cheat as I think the pan will be further down his head as well as his hair covering up those parts.

Thursday, 13 February 2014

Jacket modelling

I have started working on the boys jacket a few days ago and have been doing a bit of work most days on it. I am finding it hard to decide what should be modelled and what should be a normal map/diffuse map, such as the pockets. Providing I can work easily enough between Mudbox and Max I will probably model pockets on him and then sculpt for final detail, where as any details can just be sculpted aswell.



Wednesday, 29 January 2014

Hair

My attempt at hair for the kid. Not to sure if its working, definitely needs more work on it. I am going for a fairly stylised hair so its quite large thick strands which gives me more control and means I can pose it more when putting together the final composition.

Tuesday, 28 January 2014

Finished the base mesh

I would say the base mesh is finished so far. It needs some details but before that I have to fix a few mesh problems which confuse the hell out of me.

The screenshot below shows one problem that I don't know how to fix. It doesn't seem to be the normals, and I am fairly sure there aren't duplicated faces and/unwelded edges or vertices so I am really stuck for now until I can fix it. It might be harmless but it looks worrying especially as I don't know Max that well.

Friday, 10 January 2014

Head and hand modelling for Panhead

I have been modelling more on the panhead character. After the base mesh of the body I moved onto the hand. Spent quite a while on this and it still needs a fair few tweaks and changes. The head was the most difficult thing I have done recently. Just the topology of it felt like a headache and then with my little experience of max that made it harder to fix problems. The hands were box modelled while the face was polygon modelling from planes using cylinders for the template of the eyes.
Current body

Head turbo-smoothed and head unsmoothed

Hand turbo-smoothed and hand unsmoothed

Monday, 23 December 2013

Turnaround and modelling

I created my turnaround for the pan head character, with a version with and without the jacket so it's easier to model certain areas of him. The t-shirt, trousers and boots will be part of his geometry where as the jacket will be a separate piece.

Start of the modelling in 3ds max