• Starting out with a simple line drawing that is imported as an imageplane
  • Front imageplane - used to start nurbs curves for polygon creation
  • Side view - imageplane
  • Perspective view showing nurbs curves that will be used as guides for polys
  • Curves taking form
  • Low poly mesh - following imageplane guide
  • Smooth proxy
  • Testing eye position. Opted to model eyes in half closed position for easier blendshaping later on
  • 3d view against imageplanes
  • Wireframe of character
  • Shaded
  • Texture view
  • Test render - boots
  • Texture view hand - scanned image
  • Texture view - hat
  • UV MAPPING
  • Test render - shorts
  • Mouth construction - Soft Modification Tool
  • Test render - head shortened
  • Texture view - arm
  • Texture view - torso
  • RIGGING - followed Digital Tutors Training DVD
  • RIGGING - test pose
  • RIGGING - test pose - shaded view
  • Texture view - test pose
  • Test render
  • Hair alpha cards - tried other methods including Maya Hair, nut found that this choice gave better results
  • Test render - hair - will be hidden most of time by hat
  • Editing paint weight of blendshapes
  • Face GUI
  • Face GUI
  • Face GUI
  • Blendshapes - mouth shapes
  • Testing blendshapes - smile
  • Frown
  • Render with blendshapes
  • Render - bind pose
  • Start of walkcycle - legs only at this stage
  • Shaded view with props
  • Texture view with props
  • Test render - willow tree - paint effects, converted to polys
  • Test render with modelled cabbage tree. Trying for a typical New Zealand hill country feel
  • Render - with lighting and props
  • * Go to 'Quicktime QTVR' to see clip
  • Technical Notes:
    Software - Autodesk Maya 8.0
    Renderer - Mental Ray

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