Sunday, September 24, 2017

VSD_1709



Visual Development
VSD_1709
WEEK 1
VSD were to import provided objects into a new MAYA scene and given a reference. Which was used to determine placement. Once the objects placed match the reference the class was then required to create proper UV layouts on the scraper & pulley.


Photoshop was then used to apply the textures to the objects. I have gained more Photoshop skills with this class then I have to start with. I learned how to use clone stamping and how to lay proper masks the present a clean layout for the UV of the object.

Once the Layouts were successfully placed. I explored the Hypershade where the materials were assigned to the proper objects. I really enjoyed using the MILA material and all it contributes as a material itself. It's layer process is easy to understand and follow. It helps to start with just the diffuse material then adding a glossy layer to achieve the effect of reflections and adjust them based on how reflective the material is. Really making them believable to the eye. Before this class I was never a fan of the Hypershade, I always felt overwhelmed. I feel more confident in it's usage and applying my newly gained skills in the future. 


By WEEK 4


The scene was then batch rendered based on the three light sources: Key, Warm, & IBL. Then imported in the NUKE where they were broken down further to adjust shadows & tones, really enhancing the overall appearance to create this final render below.

Monday, December 19, 2016

ZBrush-Retopologizing an Asset

I would begin in modeling in Zbrush. Once completely finished modeling the asset and all of it's pieces, I would then want to retopologize it, as it becomes too dense/heavy for another editing program such as Maya. In the subtool pallet I will want to pick the first piece of my object, how every many it is made up. I will then go to bottom of the subtool box and click 'insert' so that the item that I insert will appear right below the first piece I will retopologize.
I will insert a ZSphere from the poloygons shown. When it appears in the scene I will want to show only the ZSphere and the object I will work on. The coming out of draw and into move so I can move the ZSphere into position, I want it to be close to the object but not in the way.


Once it's ready & set i will go back to the menu on the right side, scroll down to the options: Adaptive Skin & Topology. The adaptive skin is what will become of the retopologized work that we are in the process of making. I want the density set to it's lowest. Then go to 'Edit Topology'
This will allow me to begin the retopology process. I will 'CTRL + Click' of the model for fresh start. the find a place to start and begin placing points. I want to keep it in quads and try to have somewhat even layout to create better accuracy to the reference.

After I start laying points, just follow the red dot and work around the model. Give yourself even flow and take your time. You can use the 'move' tool to move points around then go back to creating more. Can even use 'CRTL' key to put the starting 'red' point in a different place and work from there till the object is complete. A good way to check your progress is to use solo and the preview. I have set mine as hot keys which are very useful. So i can quickly check my progress and keep moving.
Once fully completed, your ready to create maps and even export to another software. I hope you found this information very informative.





Monday, September 26, 2016

1609 CDC Reflection



       CDC Reflection
This is a repeat class for me and I notice significant improvement from the first time awhile back. I have understood more and took much more time and effort into my work. I am still learning to manage my time more efficiently, I just started working and now that is more thing to add to my responsibilities but I don't think I'm doing too terrible. I really enjoyed this class and felt I can take more away from it.



This is the resurfaced arm mesh. I put a good bit of time into it, I think I did good as far as even topology, not in all parts as I do need to practice more with the quad-draw and good edge flows. I did manage to forget to take snapshots of pre-production as these are final images.
This is a reference I used for the sleeve, It is on the same arm I modeled. I found all my reference images from 3D.sk The model is titled Karolina. I thought she had an acceptable muscular arm, I did not see anywhere that it had to be male.
What worked and what didn't?
I think my refacing, for the most part, worked. It is still in need of work. I don't think the sculpt worked. I spent six hours in ZBrush and started over at least three times. I still have noticeable artifacts and getting the tertiary details was difficult for me. 

What would you do differently next time?
The lecture activities for sure. I was more into my projects than the lecture activities. Another major one would be ZBrush. I am still trying to learn the brushes and moving to get every angle to match the reference. I would try to do better with my sculpts.

Did you encounter any major issues, if so, how did you adapt?
Adding to ZBrush, I did adapt. I did not give up I pushed through and wanted to fully finish this assignment. 

How did the end result come out?
 Honestly, I wish I had more time. I think it was my biggest problem. I am not good at and am still trying to manage my time more efficiently. But I do believe practice makes perfect. I do need to work on all of it, the modeling itself, the sculpting, and even resurfacing. It all needs more work honestly.




Monday, June 27, 2016

CDC Reflection



Week1 Contours
I enjoyed working with contours, they help visualize & establish the construction of the model.
I think I did rather well with contours. I enjoyed the this topic the most of all. I think next time & will be able to notice more contours within the models.

 Week 2: Z-Spheres in Z Brush
I found working with z-spheres in Z Brush to be surprisingly simple but I do need more practice.
The base construction was working for me, when it came to smoothing & details, I struggling a bit. 
With continued use I will see improvement.  Next time I will take more time & use all the options available to me in Z Brush.

Week 4: Primitive Shapes
The basic shapes used worked for me, but I did the shapes by free-hand & should've used the pre-made shapes option. This week could have gone much better, next time I will put more time, if anything, into my work. Practice makes perfect & I know I need that practice.
My overall end result is 'needs work' All of my models created in either Maya or Z Brush need more time & attention.

Monday, May 16, 2016

Compare & Contrast


Compare & Contrast
The two artworks share many similarities, I did try to keep the patterns. My final I gave depth, as if there is a pot of flowers sitting on a table. Whereas the original was flat. Even if flat, the lines used in the first piece are well established compared to my own. I did like the use of different colored flowers, however I used red and red-brown in my final to help accent the black & bold lines. My final work appears more darker shaded than the bright original. Could have used more color variety in my final piece and the original could use more shading detail.

Final Completed

My Final Piece. I would hang this on my wall, the dark black lines give it a bold stand out to the objects within the piece.

Final PrePro

Final PrePro
Hard to see, this is just the ruff sketch. Will darken and add more detail. Looking to change all I set out in my subjective criticism.