Monday, February 17, 2020

FMP - Week 7 - Part 1

Posing my finished character, lighting in marmoset, and the finalised project (so far). 


With my rigged and posed character, it was time to head back into marmoset to light my scene and take some final beauty shots. 

Here is my character in marmoset: 


And last but definitely not least, it was time to make some final render images of my character from diferent angles to look every part the Overwatch character that I made her to be. 






With these made, everything is pretty much finished with my Overwatch character model. I still plan on making the gun later down the line, but for now, she's finished! 

Friday, February 14, 2020

FMP - Week 6 - Part 4

Rigging and posing time! Learning Maya and the fun of rigging. 


When rigging, one of the most fun parts in my opinion is all of the wild and wonderful poses that you can put your character into to help with working out the weight of the skin modifier.

For example, this beauty: 


All fun aside however, I began by rigging my character in 3Ds as shown above before moving the character to Maya. So far I have mixed feelings about Maya as I've been told that it's much better than 3Ds' biped modifier in terms of a smooth rigging and weighting process, but during this process I had to learn a whole new program and that was definitely a challenge. 

Below is what my character looked like fully rigged in Maya. 


As you can probably see, I also dabbled in facial rigging with this part of my project and it was most definitely a challenge. After absorbing every single youtube tutorial I could get my hands on, trying my hand at facial rigging definitely took some time but I do think I learned a lot in the process.

Here is what the joints of my character's face look like: 


Though it looks very messy, and in a way it is, all of those multi-coloured spheres positioned all around the face are the joints positioned there to control the different aspects of the face, green on the forehead, purple on the brows, yellow on the laugh lines and pink on the lips. 

With this rig in place, I then moved on to posing the character, deciding to mimic the pose my character has in the concept image of her, and here is how it came out: 



Thursday, February 13, 2020

FMP - Week 6 - Part 3

Consulting references during the texturing phase - value studies have proven to be very useful. 


Working more on my texturing, I decided to step back for a second and take a screenshot of my model and put it in greyscale as I felt that something was off about the character. 

Here is what I had:


After this, I took a screenshot of an Overwatch character and put that in black and white as well, to see how they compared. 

Here is the image I had: 


My first response was just how much the eye is drawn to the face of this Overwatch character, Widowmaker. The contrast of her very pale blue skin and the dark colour of her visor and hair make you instantly want to look at her face as a viewer. My character on the other hand, if you squint your eyes when looking at the character, your eyes are drawn to her legs and her right arm due to how light they are. 

This definitely needed to change, so after looking at this I decided to make the hair brighter and the legs a darker colour. 

Here is what I had after these changes: 


This is defenitely better, but not ideal, so there are definitely some more things I need to fix, but its at least a start.