Saturday, 29 January 2011

Post 26 - Hi Res JPEG Stills

After uploading the videos, I felt that it would be a good idea to make some hi quality renders, so I have uploaded a front and back image. When these are clicked on, they will open up in a separate web link, which can be zoomed in.

These images are can also be downloaded from the following links provided below. They are layered images, which work in a similar way to the videos in that each layer shows the different layers of the model:

Front images: http://www.4shared.com/photo/YlmqVJR0/Figure_Front_Layers.html

Back images: http://www.4shared.com/photo/q2l2QdvZ/Figure_Back_Layers.html


They are worth having a look at as they are hi quality so can be zoomed in on.

 Front

Back

Friday, 28 January 2011

Post 25 - Rendered Videos: Armour Specific

The last two clips focus on the progress and detailing of the armour.

(5) Armour in Stages

(6) Armour Detail

Post 24 - Rendered Videos: Final Artefact

The next two clips are focused on the figure and the main stages: From the initial mesh, to the completed product.

(3) Figure In Stages

(4) Figure Detail

Post 23 - Rendered Videos: Final Artefact

The last few posts will be devoted to several rendered videos of the final artefact. 

These two clips were made to showcase the final product as a whole, with all components included.


(1) Final Artefact


(2) Final Artefact Breakdown

Post 22 - Armour Polypaint



I have started to give the armour the final coat of poly paint. I am using the material 'Mat Cap Gorilla' as it possess the qualities I am looking for. It is dark grey in colour and has a metallic shine to it, but with a slight matting. This is perfect for emphasing detail, as well as minor metal textures.


I stated in a previous post that I was going to re model the eyes. I have done so, using the material polypaint tools, which allowed for a more realistic, reflective iris to be created.




 



 Here are some of the final renders of the model.


Post 21 - Black 'Base Suit'

As mentioned in the previous post, I need to make a base suit to go under the armour. I finally got the configuration. The thickness is .0001 and the smoothing is approximately 1-2. The result is the image below.



This has also been stamped a hexagon alpha, as well futuristic ring alpha being placed on the stomach (both with added colour). Then the material 'Chrome Blue Tint' was used to fill the object (setting it to material only in order to preserve the painting I had done seconds previously)

This was extremely easy to do and took a matter of minutes. I'm amazed at the outcome of this process and the quality of the product at the end of it.

I think that the armour is ready for it's final stage of polypaint and texturing. 

Post 20 - Polypaint: Material Problem and Solution




 
Now the project file is at stage eight. More detailing of the armour has taken place and more refined painting has occurred on the face of the character. It now has an asymmetrical cut on on side of it's face. A lot more alphas and textures have been used on the armour, plus a skin texture has been added to the body. This has created a more of an uneven, rough terrain, which helps to breakdown the fact that it is still only one colour.



 


One issue that I have up until now not been effected by is the restrictions I am facing on painting materials separately on different sub tools. when I change the material for one tool, it changes it for all. I need the base material to be white, since the eyes are white and white is difficult to paint on (since white is a colour used for allowing other RGB and material information to pass through it). 

The solution to this problem came from the following link: 


 This link explains the basics of using polypaint with not only colour information, but also with the provided sculpting materials. Instead of relying which ever material is selected, by selecting the 'Material only', or Material + Colour', a material can be selected on the appropriate sub tool, then by using the 'fill object' button, the selected material fills the object. As this has been done using the polypaint method, only the selected tool has been effected, with the other sub tools independent of this change. This newly found technique will be put to great use as it will help to create the final textures for the armour. However, before I continue with the armour, I need to create a 'base mesh suit' for the character. Up to now, the figure has been wearing armour and nothing else. A cloth like membrane needs to be created to go in-bewteen the figure and the armour he is wearing.