During week 5 we were tasked with creating an alien head from a square, retopologize it and create a low polygon version of the model (using a bump mapping to add additional details).
Firstly I began by creating a square and re-positioning the vertices to resemble an oval like shape. Then I increased the polygon count multiple times while adjusting the appearance of the shape each time.
Once I created a shape I was comfortable with I began sculpting small indents into the sides and front of the head, these indents include small holes on the back of the heads side, lines of contracted and outward facing muscle or skin and smaller details on the top front of the head.
Next, I smoothed these additions out and used the wax tool to add additional indents and differences to the sides of the lines for detail.
Once I was happy with the detail of the object I decided to add colour to the high poly version of the head. While this was not needed, I enjoyed the visualization of the final colours I hoped to achieve before I would add a UV mapping to the low poly version.
Then I retopologised the high poly model and sent it to MAYA so that I could use the 'Quad draw' tool to create the low poly version of the model.
After creating the 'quad draw' I created a mirrored copy of the model and connected them together, allowing me to place the new 'low poly' model over the high poly model and baking the image to create a bump mapping. When the bump mapping was created, I added a new material to the low poly and added the bump map to the 'gradient' function. This gave the model the appearance of a large chunk of detail from the high poly (in lower detail).
Next I decided to align each model/ material that I used; on the top was my low and high poly model, while on the bottom were my low poly models with different materials (Arnold Simplematerial, Blinn and Lambert) lined up in order with an example of my bump mapping on the right.
Finally I created a rendered image of each model lined up. In order the models go: High poly, Arnold material, Blinn, Lambert and low poly.
In conclusion, I believe I did well on this task, however, if I could change anything on my final shape, I would fix the error of shading on my bump mapping which only appears outside of the final render.
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