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Showing posts from April, 2021

Major Interim

  Here Is my progress on my project most of my time over the Easter break has been focused on modeling and finishing the house. I have currently modeled the majority of the house and am hoping to finish the last room and populate the rest of the shelves with books and plates to make the house more lived in.  I have done a playblast of one of my finished character textures to show. I am planning on rendering the Turnarounds but currently, I have been using my computer most of the time and do not have time to leave it rendering.  My main plan for the upcoming weeks is to finish the house modeling and Uvs and move on to texturing halfway throughout the week. I am currently working on my last two characters and the texturing and finishing off their hair sculpting. However, I have been mainly focusing on my House modeling as a backup plan for my project. I feel more confident in finishing the house design and presenting it as an environment of peace at the end of my major than focusing on m

Character Textures

  Here are the textures I created using substance painter for my child character I used a combination of  Paint layers with a fill effect to add an overall colour to the UV. To achieve the freckles and details on the face I used a black layer mask and painted over it with different texture brushes to reveal the fill layer colour.  I have also added 3 different skin layers stacked on top to achieve a textured feel on the skin.   

Face_Blend_Shapes

  Last night and today I created the controls and final blend shapes for my facial movements here are a combination of all of them in an angry smile face. I also used a Moom control rig for the mouth movements in the face using set-driven keys. I also added up and down controls for both the happy and sade pace plus the open tall and wide blend shape. on each side of the main face shape control. 

Character blink

Today I finished my final character blink ring, I was hoping to have finished it quicker however I was having trouble with poise space deformers. not working correctly on my eyes. also, the shape of the Eye was a challenging one to skin and get right.

Character Head Blink

Originally when creating my eye controls I tried following jet pack johns but as I quickly found out because of my lattice differs my eyes would clip through the head mech. However, After remembering that Meg had a similar problem with her models I decided to look at her rig, and after breaking it down and understanding what she had done I used the same process of wrap deformers and locators for my eye controls in order to make them work correctly. under you can see an example of my process of locators and constraints to control my eyes here is an example of my eyes working correctly  Originally I still had a problem with the gap between the edges where the geometry meets however after a while I decided to change my eye locator positions from the eyes display handle to the cornea and this fixed my problem altogether on all three characters.

Character Head skinning

Yesterday I worked on skinning my three model's here is the process I followed from one of my models. Due to me rigging my Body with Jet pack johns controls I decided to use the same joint hierarchy for my models this also made it easier for me to rig my eye controls as it is a different set up from the year one rig.