2017/04/30

Female head model - part 3

I retopoligized it!

It's not the best topology but it's not that bad for a first head retopo...


That's high resolution model.


That's low resolution model. I changed the ear and skull a little bit before retopo. Sorry 'bout that. I forgot to render the proper before and after.
The fact I rendered both, the low and high res mesh at once doesn't help neither. It gave me that weird patch on her clavicle area. Sorry 'bout that too. I didn't noticed that the render visibility for high res was still on.


And that's low poli mesh with UV layout as a texture. It's pretty dense mesh but the entire model has like 6 pairs of poles (vertices that are connected to more than 4 edges) and none of them connects to 6 or more edges. It doesn't have any triangular faces too so it's not that bad for first head I've ever did.


I also started texturing but as I moved to normal maps I realized that I'll have to do that again... 
so that's just temporary texture (WIP to add to that...) 

TO DO LIST:
-fixing what has to be fixed;
-recreating eyeballs;
-retopo and  UV unwrapping;
-texturing (in progress);
-creating some normal , ambient occlusion and specularity maps (in progress);
-exporting to Unreal Engine 4;
-MAYBE rigging, animating and putting some hair on.

That's it.
So long

2017/04/27

Female head model - part 2

current verison*


old version*


I fixed the eyelids and jaw, remodelled eye from a scratch, and switch to Cycles render engine.
That way I was finally able to give her more skinny colour. Nothing fancy yet though. Just a simple diffuse + glossy shader.
No fresnel, no reflectivity. 
I already started the retopo process.

TO DO LIST:

-fixing what has to be fixed;
-recreating eyeballs;
-retopo and  UV unwrapping;
-texturing;
-creating some normal , ambient occlusion and specularity maps;
-exporting to Unreal Engine 4;
-MAYBE rigging, animating and putting some hair on.

That's it.
So long

2017/04/21

Female head model - part 1

I'm waiting for a critique of my day #8 of 14 days challenge so I got some spare time.

That very time I decided to spend on learning some 3D. 
All the basics I covered (frankly I just liked few helpful tutorials...) in the last post, so if you're interested feel free to check it out.

Today I sculpted THAT thingy.


Yeah, I know - the presentation couldn't be better :D

That's basic sculpt have like 180k tris or so. I have to fix few things like eyelids, jaw, smooth cranium out and recreate eyeballs from a scratch, because I accidentally switched to sculpt mode with the eye selected and now something that should have 100 circa 100 tris have 20k...

I rendered that with Blender Internal rendering engine and since I was using only Cycles I'm not quite familiar with it. All I could do now was applying diffuse colour of sculpt to red and click render.


What I plan to to with this is:
-fixing what has to be fixed;
-recreating eyeballs;
-retopo and  UV unwrapping;
-texturing;
-creating some normal , ambient occlusion and specularity maps;
-exporting to Unreal Engine 4;
-MAYBE rigging, animating and putting some hair on.

We'll see when I get bored and decide to trash it.


I'll keep you updated,
So long

2017/04/17

Sculpting the skull in digital clay

I was out of my place for a week and I didn't have my tablet with me, so I decided to try something else.
I sucked the Blender on my machine and with a small help of the internet I started sculpting process.
After 2 hours of toying with sculpting plugin and its dynamic topology function I came up with high resolution model of the skull.


Most of the time I worked on clay-like material but for the sake of presentation I changed it to what you see.
You can always change it in the panel that shows after pressing 'N' key in 3D viewport as long as you're using the Cycles Render engine.
It doesn't affect the render and is visible only with solid shading option ticked.


Any ways after I sclupted that beauty (right...) I retopologized it - meaning I created brand new model but using like milion less vertices. 
Then I baked normal map and applied it to my low poli model.


For some reason (I'll get why sooner or later) blender switched green and red channel so the teeth looked like the were concave.

The easy fix to that was to switch them like that


   --->   


I have to learn a lot about rendering, presentation, camera and stuff like that but first I want to learn how to texture stuff. 
Not like PBR stuff but more like handpained textures with custom reflectivity masks.



If you want to try that entire 3D thingy I put some links that helped me a lot. Non-profit.



And the last one is Blender: how to retopo a head in few minutes with bsurfaces by Jose Antonio Molinero Reina which I haven't used yet. Seems like it could help me big time with entire retopo process.



That's it.
So long