Week 1
In week 1 we took a look at Rigging characters using Mayas built in HumanIK tool, and then applying Mocap data to this rig.
Character Planning
Transformers style F1 car? (probably minus the transforming)
Week 2 – Reintroduction to zBrush
Knife tool
Move Tool
Substance Painter
Week 3
In week 3 we were in the studio recording our mocap data. This involved Rushil getting into the mocap suit, which was then covered in reflective balls. These balls were placed around important areas to track, like joints.
Assignment 1 Progress
I started off modelling my robot by making an initial blockout which I could use to test my mocap data on. Then I could go back and add more detail afterwards.
Initial Blockout
Mocap tests
Week 5 – Constraints & Pistons
In week 5 we learned about applying constraints to our rigs.
Further Mech Development
Substance Painter
After finishing my model I then UV’d it and brought it in to substance painter. As the aesthetic I was trying to achieve was “toy transformer” I used lots of the plastic smart materials to give it a worn plastic look. I then added the decals on with wear and tear to make them look like stickers that are peeling off.For my render I used a simple HDRI + a shadow catcher to allow my model to cast shadows.
Assignment 1 – Submission
Week 7 – Arm
Week 8 – Legs
Assignment 2
For Assignment 2 we are sculpting a creature in zBrush. I have decided to make a gorilla, similar to the character Winston from the game Overwatch.
Maya rigging and xgen hair