tirsdag 30. mars 2010

Vacation:

Rigging – dodn't take as long as I expected

Problems with texture or mesh on hat:
Square shadows – only getting worse:



Hair and fur:
Need one light to affect the fur. Probably need to drop the hair and fur plans - too much render time.

søndag 28. mars 2010

Saturday and sunday:

Finally got mudbox to work again. There have been some serious problems these past days.
So I’ve now painted bump on the sami shoe and put on some colour
Exported objects from max to mudbox, ready for tryout

lørdag 27. mars 2010

Saturday

Today is a great day!
Plan is to finish the texturing and start on the rigging and skinning. I can’t keep texturing forever

Time:
I don’t know if I have extra time to make props for my character’s poses but time will show. I need to see how much time I need on the skinning before I decide.
The poses I wanted was: Ice fishing, skiing, her holding a lasso.
The lasso and skiing pose are the easy ones here. Plan B (Instead of the ice fishing pose) is to pose her in a bullyish way – mean and sarcastic face because that’s how she acts at school.

So today I need to finish:
the drumstick, the pants, the face, the shoes, hair and fur (with the right lighting), and the bump maps of each material.

The plan was to have some more normal maps made in Mudbox, but Mudbox. I wanted to paint bump on the objects, but Mudbox won’t start on my computer ( I don’t know why, I’ve tried to restart my computer and all, and I don’t have time to try and fix it myself). I can make the same textures with bump in Photoshop.

fredag 26. mars 2010

Friday

Today, I’ve used subsurface scattering on the skin to make it more alive
I also finished the texture on the sweater, the mittens

I wanted to use mudbox and paint bump on the shoes and the necklace, but Mudbox just won’t work on my computer, so I’ll have to use photosahop, but that’s ok,

Tried out different colour combinations

torsdag 25. mars 2010

Thursday

Textured more:




onsdag 24. mars 2010

Wednesday:

Plan for the day:

Lighting, lighting, lighting. I cannot know if the textures look good without the desired lighting and vice versa.

Still having problems with hard shadows but I asked the teacher and some classmates more about lighting and I think the solution is to use free lights instead of direct lights, use more lights and put in some boxes and spheres around the scene that can reflect some light (I’ll make then “not visible to camera” because I still want a clean white background.




- It helped to have some lights over the character’s head

Also thinking about putting in some bitmaps with winter colours to make some nice reflections (I will not have these visible to camera either).


(http://gallerirune.com/vinter.html)

Tested hair and fur again:

- Didn't look good yet. Need to try out more. I want to have the hairs lay flat with some hairs pointing out.

- Textured more

tirsdag 23. mars 2010

Tuesday

Today, when I started up max, the textures were blurred as usual before I configured the driver to match bitmaps, but this made the sweater look more like wool so I decided to blur the texture more in photoshop and work more on the pattern around the sweater



At the end of the day I tried out these different solutions to see if putting the pattern somewhere else could be an option (?):



mandag 22. mars 2010

Monday

- Updated my time schedule


Today: Continue on texturing and lighting



I had problems with hard ugly shadows on the sweater when I used mental ray and photometric lights, but when I changed back to scanline and used standard lights, it worked just fine


- until I got new ugly triangular shadows on the face

Trying to change between mental ray and scanline to take care of the ugly shadows. Also changing shadow maps and light type. Tried both photometric and standard lights. Starting to wonder if the mesh is wrong.

When the shadows disappear from the face, they appear on the sweater. They’re always somewhere, but the mesh should be just fine


At the end of the day:


= far from what I want but the shadows I got earlier are gone.

- I still need to do some more research on lighting – I don’t know too much

søndag 21. mars 2010

Sunday

Finished unwrapping










Started texturing




- made my own woolbrush




-Tested a little lighting difference: Neutral white vs. snow blue



Tried out normal mapping in Mudbox on the hat.

- As you can see, the normal map is not very visible on the hat so I need to do some modifications

- There are some weird stripes on the normal map but they do not affect anything as far I know

fredag 19. mars 2010

Friday

Unwrapping



torsdag 18. mars 2010

Thursday

Plan for the day:

Final finish on the mesh…again! But this time I think it’s true, so I’ll start on the unwrapping later today




Last finish on the mesh!


What I did today:

Finished the mesh

I just have to stop modeling at one point. I may discover mistakes later again but I can’t think about that so much

I’m planning on making some props for her. I want to have one pose with her skiing, one with her holding a lasso and one where she’s ice fishing – so I need an ice-fishing rod, skis and a lasso.

Unwrapping:

Unwrapping with Turbosmooth because I’ve never had any problems with unwrapping a lot of polygons and I think the skinning will go smoothly (I'll Probably bump into a lot of problems, but this will not change my descision).

I think the textures on the sweater and face will look ugly and stretched if I put on a turbosmooth after the unwrap.

I’m putting the seams on her clothes where seams usually are on real clothes. The seams will not be very visible.


Neck warmer:


- discovered some holes in the mesh, but I’ll let it go since the neck warmer will hardly be visible at all, and the holes are on the less visible parts or the neck warmer again.

onsdag 17. mars 2010

Wednesday

I didn’t get past the modeling today either

I kept modifying the face, changed her proportions more and added more details to the mesh – I also had to make some changes on the scarf (this took a while) because of her changed proportions (I used soft selection on this) – I should have followed the consept sketch for her proportions from the beginning


Hair:

In the afternoon it came to mind that I had not thought of her hair at all when it came to modeling it – of course I couldn’t use hair and fur on this!

So “hair fail” began and I took a lot of screenshots of the different solutions I thought of:





There is no end to all the things I thought of that didn’t work, but then:






Another thing came to mind after this: Would it look good if I used both modeled hair AND hair and fur modifier? This was a dilemma which brought me to think about lighting too. But then I found this picture that solved all my problems:



This is Krystal from the game “Starfox Adventures”. Here, they’ve used both mesh hair and a furry look on the tail ( I also like the lighting very much)

Lighting:
First, I thought of using HDRi of winter landscape, but then after finding the picture of Krystal I decided to use a lighting like that with a clean white coloured background. – I don’t want the lighting to be too realistic


Last finish on the mesh:


tirsdag 16. mars 2010

Tuesday

Plan for today:

Today, I’ll finish the face and model her necklace.

After this I’ll start on the texturing (unwrapping first), which I plan on doing in Photoshop and Mudbox. I’ll make my basic colour textures in Photoshop and make the knitting pattern on the wool sweater in mudbox – if this level of detail fits the model – if not, I think the sweater could be felted, which also makes it warmer and more isolated = better in a cold climate.

The texture can’t be more detailed that the model because this will spoil the overall design.

I want the character to be cartoonish looking but also not too far from reality - Will ink and paint work? How much detail do I need?

---


What I did today:

- Changed her proportions (scaled up head, shoes, scaled down pants shirt etc)
- Detached shoes, mittens, neck warmer, head and pants = easier to unwrap/pelt
- Made necklace of spline and box
- modeled decoration ribbons to the shoes and deformed her shoes a little.


After shortening and deforming my mesh in different directions I went and got my consept sketch to look at. I just couldn’t seen to get the body right. It was either the legs or the arms that were too long or too short – I need that perfect balance
The sketch helped me. Her proportions were too realistic so I needed to shorten almost every part of her body. I want her to be a tiny girl, very short in a more cartoony way so her head must be bigger than what is realistic – I used a lot of time on this.




-(Her shoes: There’s a reason, she has exactly those shoes. There are a lot of different “sami-shoes” but these kind of shoes are especially made for skiing, and my character is skiing a lot.)-


Thoughts:


Should have unwrapped the scarf at first when it was just a plane = easier to unwrap
I’ve changed some parts of the clothes a little during the modeling (like the edge on the pants) because it makes the model look more balanced and because it’s easier to animate without all the folds)