Friday, 31 January 2014

Polypainting

With my character unwrapped I was able to slap on some polypainted textures, though nothing too fancy I added some definition and small details like nipples and stubble using this.

Monday, 20 January 2014

Creating Clothes

Using the masking and extraction tools within zBrush I was able to create geometry for the luchador's clothes from the existing mesh.

Tuesday, 14 January 2014

Unwrapping

 Using polygrouping in zBrush and the paint seams feature I am able to specify where i want to create seams for my UV unwrap of my characters base mesh.

Here are the final UV's for the Luchador.

Monday, 13 January 2014

Rebuilding the face

                                      

After creating a custom mesh around his eyes and mouth in zBrush i then exported to maya and attatched the new face to the body + head mesh. Image 2. is the final result which i am fairly happy with, though i am apprehensive about his mouth / jaw topology and how well his lower jaw will deform.

Friday, 10 January 2014

Retopology

 

In order to save time in an attempt to catch up with my projected schedule, I decided to utilize the new and improved 'zRemesher' feature in zBrush 4R6 to retopologise my sculpt. In order to make this work effectively I had to sculpt out a mouth hole for my character in order to get decent edge loops around the Luchador's mouth.
Unfortunately, upon close inspection the characters eye sockets were not very well topologised no matter what settings i used in the zRemesher tool. I have decided to retopologise this area manually while still using the rest of the automatically generated topology to save time, this will still have saved me a lot of time rather than drawing each polygon on my characters mesh by hand.