Thursday, 21 November 2019

NEXT-GEN Nescot Year 3 HND - Texture tests with better UV - my face in maya and mudbox

During week 2, after creating my final poster using the split face dynamic shown in my blog post - NEXT-GEN Nescot Year 3 HND - Development of a Poster 
"https://tobymroberts.blogspot.com/2019/11/next-gen-nescot-year-3-hnd-development.html", I decided to go back and edit the model that I had created by improving both the UV mapping and the textures on top.

Firstly, I began with the re-creation of the UV mapping. I did this by creating a cylindrical mapping and using the unfold function to flatten the mapping, before then using the optimize function to make the face visible and editable.

I then added the head to Mud-box and re-drew my texture onto the face so that it would fit with my new UV mapping. Next, I created a normal map (bump map) in Mud-box rather than Photoshop using the same tactic used to make the new texture, so it would fit the new map as well.

Afterwards, I added the model back to MAYA so that I could edit the Xgen hair and so that I could also render it again. I firstly thinned the hair on the head to a much lower amount. This looked incredibly good on the beard and eyebrows. Unfortunately, it caused an error to happen on the top of the head where it would show a glitch, with the hair mixed with the lightly deformed hair texture beneath.


My 'original final design' was much smoother and had a much lower texture compared to my newer version. However, I must admit that the lighting is somewhat better compared to my newer version due to some minor changes that I only noticed went wrong later.


My 'newer final design' has a much better texture that shows some bruising and the effects of the transformation on the skin. I also added a much needed bump map that greatly enhances the texture of the skin and improves the images detail. I also improved the eyes drastically by creating a new texture and bump map for each of them. Unfortunately, as previously stated I do not like the lighting as much as in my previous iteration. On the other hand, I much prefer this version compared to my 'original final design'.


In conclusion, I believe that I did very well due to the increased detail and appearance of the model, once again mixed with a the highly detailed background image, despite losing much of the dark and gloomy atmosphere. The two effects work well together. However, if I could change anything I would fix the error with the hair created on top of the head and I would improve the lighting of the final render.

Ultimately, I believe the improvements I made have personally improved my skills to a more professional degree. This is because the use of higher grade texture and mapping is widely used in the industry and is incredibly important to develop.
The VFX and Videogame industries require these high quality effects to sustain its audiences. This leads to employment being highly competitive and I would need more developments in my work for when I will enter it.

Saturday, 2 November 2019

NEXT-GEN Nescot Year 3 HND - Development of a Poster

During week 1 we had been tasked with creating a professional movie poster using a split face dynamic based around a horror theme. After creating a 3D model of my face mixed with the monster face, I began to create ideas and backgrounds for my final poster.

For my first poster idea, I created a silhouette of my body coupled with the 3D model, a light fixture in the background and credits to go along with it. I got the background from the Internet and it worked very well with the design, but I didn't think the silhouette appearance was particularly good and the background wouldn't have fitted with another style.


Once I had created the initial poster, I decided to get my own background and went to explore for any backgrounds that I could use. Eventually I found an image I had taken from Pembroke castle (in Wales) when I had visited earlier in the year and decided that it was the perfect fit.


Next, I took the image of the hallway and added the 3D model to it alongside the credits and some additional shading to make some parts of the image darker. Unfortunately, I thought that the expression of the model wasn't particularly good and contemplated changing it.


Because of this, I decided to tilt the head forward to give the effect of the face sinisterly looking up. Also, I added more shading using the exposure tool and attempted to create a more creepy atmosphere.


In conclusion, I believe that I did well because of the detail and appearance of the model, a highly detailed image, in front of a dark and gloomy atmosphere. The two effects work well together. However, if I could change anything I would add more light exposure to the human half of the face in order to give more attention to it.

Friday, 1 November 2019

NEXT-GEN Nescot Year 3 HND - my face model (completed)

During week 1 we were tasked with creating a model creation for the split-face poster. I did this by creating a beginning shape of a head then using a skull model that I made to then correctly proportion it. However, I ultimately used that version as a draft and instead looked into other means of creating an accurate and well textured head.

Eventually, I decided that my draft models topology wasn't good enough and started again by using a character modelling software called "MakeHuman" and used the default model as a bases for my head. From here, I reshaped the head into a more round visage and imported it into Maya.


Once it was imported into Maya, I began reshaping the head to more closely resemble myself. I did this by widening the nose, extending and elongating the forehead as well as smoothing the chin to loop more seamlessly.


Next, I chose to change the texture of the areas that I thought would eventually have hair on. This also allowed me to get the models proportions and topology correct alongside images that I had of my face.


Then I began elongating the chin, mouth and nose to fit a side view of my face. Afterwards I elongated the eyebrows and added detail to the cheeks and eyes to make them have a more bumpy texture.


My fifth course of action was to thin the sides of the head and begin texturing the eyes and teeth. I also improved the eye bags by making them stand out more prominently and started to smooth the chin again for a more even edge.


















Afterwards I added a texture to the model and began deforming the mouth. This would then become a hole in the side of the models mouth for added effect on the monster. I also began to elongate the side of the head where the monster would be, creating a lumpy effect.


Next I started by fully extending the side of the head outwards to create a large jaw effect as well as exaggerating the bumps to a much larger level. Once I had done this I finished the hole in the side of the mouth and made the ear on the monster side stick out in a much more pointy and vampiric manner.


Then, I began working on the jaw and mouth by creating a "Lattice" (deform option on the rigging tab) on the teeth and gums so that I could quickly and easily extend them across the deformed mouth seamlessly.


Finally, I used the XGen editor to create layer of hair across the chin and top of the human side of the head, allowing me to give a more realistic appearance to that side of the head. I also re-textured the gums and teeth to mix better with the rest of the body.

My final face model was based mostly around the 'reaper virus' from 'Blade' and the 'Thing' from 'The Thing'. However, I did take some elements from other movies into account as well. These can be seen in my blog post "NEXT-GEN Nescot Year 3 HND - research : movies, directors and actors".


In conclusion, I believe I did well because of the detail of the model and how the textures blend together nicely due to the UV mapping. However, if I could improve this model I would edit the nose and monster ear to appear more accurate and detailed.

NEXT-GEN Nescot Year 4 HND - Going Indie (Final game, itch.io Link)

For the final part of my Game Development project (Topdown Shooter), I was required to upload my finished game to Itch.io, allowing my game ...