Week 1 :
Import the character:
- Select poligin soup
- sceleton only
1.We need to adjust the pivot points so that the skeleton moves correctly.
2.We need to pair the skeleton with MOPAC for proper movement.
Task : design a robot
Inspiration:
Model:
Week 2: Creating textures in Substance painter:
Sculpt the shoe in ZBrush.
Create a UV map for the model and import it into Substance Painter.
Import the model into Maya and create an environment.
Create a simple robot model and apply motion capture (mocap) data to it.
Week 3:
To texture your model in Substance Painter using advanced techniques, follow these steps:
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Prepare Your Model:
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Import the Model into Substance Painter:
- Open Substance Painter and create a new project.
- Import your 3D model by selecting it in the “File” menu. Choose your texture set settings based on your model.
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Bake Textures:
- Before painting, bake the model’s maps (normal map, ambient occlusion, curvature, etc.). These maps will be used for advanced texturing effects.
- Go to the “Texture Set Settings” and click on the “Bake Mesh Maps” option. Choose the maps that you need based on your model and the effect you’re going for.
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Layer-based Texturing:
- Substance Painter works with a non-destructive, layer-based workflow. You can use various brushes and materials to paint directly on your model.
- Start with a base material (like a metal, plastic, or concrete) and build up layers to add details. You can mix and blend materials by adjusting their opacity and using different blending modes.
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Using Smart Materials:
- Use Substance Painter’s smart materials for quick, realistic texturing. These materials have embedded masks and effects, such as wear, dirt, and scratches.
- Drag and drop smart materials onto your model to see how they react with the baked maps.
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Advanced Masking Techniques:
Week 4:Blendshape Workflow / Character Development
The task involved sculpting the model in ZBrush and then creating the facial expressions. Once the facial expressions were applied, the next step was to import the model into Maya.
Once the model is imported into Maya, we need to set the camera to follow it, ensuring that the facial expressions function correctly regardless of the model’s position or rotation.
Week 5: robot with mocap
Mo-cap render:
In Maya, I render my robot with an alpha channel, including shadows from reflections on the floor, using a matte shader.
Nuke final touches :
Final:
Week 9:
Idea of Creature:
Week 10:
Crab:
final model:
Rigg process:
Rigg:
Nuke Script:
Final: