Spooky Halloween update

This blog is now haunted – with a pumpkin that is probably undead or something.

It’s like z brush but you have to work inwards!

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Pumpkin 4 by my sister! We are quite sad.

Unwrapped!

I’ve spent the day finishing off the unwrapping, so thankfully I’m done! I haven’t packed the elements in to a uv space yet, or evened out the texel ratio, but other than that it’s done.

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I’ve also sorted out the smoothing groups:

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Next up: packing the UV’s and then on to polypainting the high! This is where it gets really fun.

Unwrapping halfway done!

I’m really getting there now!

I fixed a little bit of mapping in the boot to follow the natural seams better then started on other elements.

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So far I have unwrapped the boots, jeans, torso, hands, sweatband, watch and lunchbox. I was lucky enough to be able to mask the hands/arms seam under both the watch and the sweatband which will make it much less visible. I haven’t evened out the texel ratio or aligned anything yet which is why the squares are all different sizes depending on element,  as I’ll need to be smart packing my UV’s by material type once all the other elements are unwrapped. For now, I’m happy that each element’s texel ratio is pretty even.

The torso skin (not the vest) will be unwrapped again once joined to the head to have a seamless neck.

Stay tuned, we’re almost at the colouring-in!

The unwrapping begins

Back to 3d! I have started to unwrap, from the ground up. Not really sure why. Unwrapping is quite an organic process and all my elements are still separated so it doesn’t really matter where I start. The boots are a good place though because they are both easy in places and challenging in others.

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As you can see (click for big as always) I have tried to be smart about unwrapping, going along the natural seams of the boot. This will make texturing a lot easier and tidier. I used a planar with relax dialogue method for the main boot, then pelt-unwrapped the laces with a seam along the most hidden edge loop, then relaxed that selection along the centre, followed by a nearest neighbour relax to get a nice straight lace on the unwrap sheet.

Soon to come: the legs and then more!

I’ve been busy!

So busy. Don’t worry, much more 3d is on it’s way but lately but I’ve been doing some 2d and other things.

I decided to do the art for a subreddit this weekend, which has made me have to learn a lot more CSS than I knew before yesterday (hint= none)

Now I can even like hide stuff and show stuff and change colours and set margins and layer stuff. It’s a big world out there apparently.

http://www.reddit.com/r/WarOfTheRoses/

Go on, sign up, click stuff and try to break it! (Don’t try too hard)

Low poly – Done!

I’ve been hard at work this weekend and finally finished the low poly, bar a little bit of optimisation.

Added in this update are the bag, the lunchbox, straps and his whistle. Next up will be unwrapping and baking out the normal! How exciting

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More soon

Low version update 2!

I’m back already, working hard!

Here’s the base body for my low poly version. It’s almost 10k tris without life jacket or any accessories and rough hair so I’m going to have to cut a lot, but I’m making pretty good progress so far.

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Re: Rereretopology

Sorry for the gap between updates, I’ve been super busy!

I really wasn’t happy with my last update, the topology doesn’t flow well and Zbrush was far too slow, so I tried Wrapit which seems to be pretty good! I still feel like I’m modelling the old way with polys though, so I might try out 4r4’s qrmesher if I get the chance.

 

The hair will be covered in alpha-planes when I texture as there isn’t much point until then! He comes in so far at 2396 tris but it’s unoptimised so expect that to change.

Much more soon.

Soon

I am starting to retopologise Charlie! The cardinal rule is nice smooth edge flow and quads, quads, quads. You can get away with the odd five-sided if you must, Zbrush handles them well. It really hates triangles though so they are to be avoided at all costs, apart from in the usual few places.

Here’s the face retopo’ed, I’ve kept it nearly all to quads and hopefully followed the contours of his face well enough.

 

Here’s the face with preview on. You just do this to see how well your faces are looking and how clean your geometry is. I’m pretty happy with this. It has a smoothing set to 2, so pretty low and yet there are no real problem areas at this level.

Here is the preview with projection turned on and a smoothing set to 5. It really holds the facial structure pretty well so I’m pleased with that. There’s a slight problem with the sideburns cutting in instead of projecting out but this should be a pretty easy fix.

Next up I’ll do the neck and back of the head, then concentrate on the hair. I need to think how to do this as it isn’t symmetrical, but I’ll probably end up turning off symmetry for the hair, then back on as I work my way down.

Stay tuned!

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