Friday, 28 February 2014

Eyelids

I've now skinned and added channels to control the eyelids for blinking and winking.

Wednesday, 26 February 2014

Finished Basic Rigging

I've finished adding the foot controls, complete with reverse foot rig for heel, toe and ball roll custom channels as well as twists. Both the arms and legs are controlled by IK handles with pole vectors on the knees and elbows. I considered adding an FK switch and joint chain to the arms but decided against it due to time constraints. (I still need to paint weights on the Luchador and rig the referee!)

More rigging


I've now added controllers to the Wrestlers eyes, shoulders, hands and elbows. With the hand controllers also containing custom channels to control each finger individually. I used Aim constraints to control the eyes and will later add custom channels to control his eyelids.

Tuesday, 25 February 2014

Spine rigging

I've spent the day rigging my characters spine. He now has a global controller that his root joint is parented to, allowing him to be scaled up and down universally as well as moved across the scene. His hips can now move independently of his upper body, and his spine, neck and head are all rigged with various orient contraints. Because there were more spine joints than spine controllers, I used Multiply / Divide nodes in the hypershade editor to cause each joint effected by a controller to be relative to the number of joints in that chain, be that 50% or 33% influence.

Monday, 24 February 2014

Referee Joints

The skeleton for the Referee how now also been finished alongside the Wrestlers. I will now focus on rigging the Wrestler before coming back and touching the Referee again.

Friday, 21 February 2014

Wrestler Skeleton

I have finished building the joint chain for the Luchador and using heat map smooth binding have attatched the skin to the skeleton.

Thursday, 20 February 2014

Comb Over

I thought the ref deserved a nice comb over to go with his new eyebrows. He is now fully modelled and textured and ready to be rigged, as is his Wrestler counterpart.

Ref Skin Shader

Using the same techniques as with the Wrestler I created a subdermal scattering skin shader for the referee and applied his base texture over the top of it, adding stubble, arm and leg hair to his texture.

Wednesday, 19 February 2014

Shoes!

I modelled and texture slapped a nice pair of knock off converse for my refeee to wear around the ring.

Tuesday, 18 February 2014

Skin Shader



With the referee for the most part modelled I thought i'd take the time to create a subdermal skin shader to go with my characters base textures in an attempt to create a more realistic skin.

Monday, 17 February 2014

Ref attire.

After re-importing back to zBrush I textured the Referee's clothes.

Saturday, 15 February 2014

Another face emerges

I modelled some eyebrows for the referee and gave him his eyes and tongue.

Friday, 14 February 2014

Referee Clothes

With the referee retopologised I was able to extract the clothes and then subdivide and sculpt details onto them before exporting to maya for clean up.

Thursday, 13 February 2014

Referee Retopology

After spending the past month looking at the results of the auto-retopologised version of the wrestlers mesh I decided that it would probably be beneficial when it comes to rigging, weight painting and general deformation if I retopologised the referee myself, so I spent a week drawing each poly on the new mesh for the referee.

Wednesday, 12 February 2014

Mouth

After modelling the tongue I thought my characters would also be needing gums and teeth. I threw this together very quickly and could probably do with going back and tweaking the teeth to make them more realistic at a later date, but as I'm already way behind schedule this will have to do for now. The good news is I'll be able to use this mouth and the eyes I've already made for both the Wrestler and the Referee.

Tuesday, 11 February 2014

I have a face!

quick render of the wrestler with eyes and tongue attatched

Scaling

As most of the referee's body is going to be covered by baggy clothes not as much attention to detail needs to be paid to his body sculpt, however as the two characters are hopefully going to be interacting in the same scene one day I thought it best that I scale them appropriately by importing the wrestler mesh into zBrush and scaling the referee down accordingly.

Monday, 10 February 2014

Eyes!


Following a tutorial I found on youtube I thought now would be a good time to create eyes for my characters, I decided I would use brown eyes for my luchador and green eyes for the referee.
Using the mental ray shaders 'mia x passes' and a combination of ramp, and noise 2d texture shaders I created the layered textures to be used for the eye's irises. The pupil is a flat black surface shader as they are supposed to be holes. I then encased the eyes in a translucent sphere with a reflectivity value to give the eyes a hint of realism while still looking suitably stylised for my production.

I then quickly created a tongue that could also be used in both meshes and texured it again using a noise 2d texture on top of a pink layered texture to create the ridged effect a tongue has.

Friday, 7 February 2014

Boots!

using the same technique I used to create the other clothes, I extracted boots from the leggings mesh in zBrush then exported to maya, cleaned up the mesh, reimported to zbrush, unwrapped and textured before sending back into maya to add boot laces to the object.

Thursday, 6 February 2014

Starting the Referee

 With the majority of the modelling and texturing for the Luchador done I thought it was about time I made a start on my 2nd character the Referee. I had been planning to do all three characters along side each other rather than finishing one then starting the other but I feel that completing one and starting the other allows me to focus more on the task at hand so I have left the referee til now.
Despite intending for the referee to be skinny unlike the wrestler, when i got into zBrush I had the idea to perhaps make him fat and short with a somewhat baby like appearance. However after spending a short time sculpting this I decided my original train of thought was much better and so scrapped my sculpt and started again.
This is the 2nd attempt at creating the Referee's block out, I used the exact same technique as with the Luchador, first zSpheres, then adaptive skin, then dynamesh.

Wednesday, 5 February 2014

Problems!

 After coming back to my zBrush file after polypainting the Luchador's clothes I came across this error with my mask, upon changing the geometry density this fracturing of the geo would occur for an unknown reason. I was eventually able to fix this problem by duplicating the mask at it's lowest subdivision level, subdividing the duplicated mask, to the same level of the original mask (without adjusting it's subdivision level as this is what cause the error) and then using the 'project mesh' feature of zBrush i was able to copy across the polypaint and sculpting information onto the newer unbroken mask.

Monday, 3 February 2014

Finishing Clothes

After exporting all the extracted clothes into maya and then deleting their inner faces to leave me with flat meshes I then imported them back into zBrush for unwrapping and polypainting.