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NEW WEBSITE: campuspress.uwl.ac.uk/oliviacurrie/
NEW WEBSITE: campuspress.uwl.ac.uk/oliviacurrie/
NEW WEBSITE: campuspress.uwl.ac.uk/oliviacurrie/
NEW WEBSITE: campuspress.uwl.ac.uk/oliviacurrie/

WEEK 1

Retopology in Maya

This week we looked at face topology in Maya using Quad Draw. Below I used this reference image to plot out where the quads would be on the model. I used a reference photo of a female face to practice the Quad Draw topology on. Creating loops around the eyes and mouth are very important because this is where the most movement happens on the face, this way when rigging it is easier is animate. 

FaceColour ref.png
eye and mouth loop.PNG

I used the Pull tool to move the vertices around to give the mask more shape particularly around the mouth and eyes. I then mirrored the section I had done the Quad Draw on to the other side of the face to make a complete mask as seen above. 

WEEK 2

Retopology in ZBrush

Here we used ZBrush to topologise instead of Maya to see another way of doing it. Here we used ZModeller to approach this. This allowed me to draw on the quads in loops around the eyes and mouth as before just using a different software, for if I wanted to retopologise after modelling in ZBrush.

Creating the Eye Loops

EYE LOOP.PNG
EYE LOOP 2.PNG
eye and mouth loops.PNG
eye and mouth loops 03.PNG
eye and mouth loops 02.PNG

References for the Mech/Robot Character

Below is my inspiration board for the Mech character design for Assignment 1 and 2. I think I will create a character that is very humanoid to capture more emotion in its gestures. 

 

Reference's from Artists:

Frederic Daoust, Fede Monodino, Kei Morita, Hideyuki Ashizawa, Mykola Holyutyak.

IMG-8179.PNG
IMG-8183.PNG
IMG-8182.PNG

Mo-Cap Scene Ideas:

1. Seeing something and trying to summon others attention. Pointing, gesturing to something in front or in the distance, looking around for others seeing it, big dramatic gestures.

2. Mock fainting, stumbling, having to sit down, getting flustered, hand to forehead, fanning themselves after maybe viewing something or being in the heat.

3. seeing something shocking or horrifying, hands to sides of the face, backing away slowly, stumbling slightly.

4. Walking and hearing a loud noise, ducking, hands over the ears, looking around in confusion.

WEEK 3

Rigging a Skeleton

Applying the Rig:

SH 01.PNG

Skinning:

SH 02.PNG

Making the Rig Move:

SH 03.PNG

Simple Dynamic Poses:

sh 06.PNG
sh 09.PNG
sh 08.PNG
sh 10.PNG
sh 11.PNG

WEEK 4

Applying Mocap

This week I tested some of our recorded mocap data onto a skeleton rig in Maya. Below is the result of the test in a quick playblast. 

WEEK 5

Hard Surface Modelling

This week we looked at the different Trim and Knife bushes and how to us them to make a simple spherical robot thing. Below are the process shots of the different brushes being used.

The TrimCurve Brush

Screenshot (2).png

Splitting the Mesh and Smoothing Lines

Using an Alpha 

Second Alpha

WEEK 6

UVing Recap and Zbrush to Maya Pipeline

This week I looked at UV unwrapping in Zbrush. To start I duplicated the model and renamed it 'lowpoly' I then Zremeshed to around 20,000 polys. I subdivided the lowpoly model to match the original and then projected the original onto the lowpoly. I then used UV master to unwrap the model for texturing. 

ZRemeshed version

Screenshot (13).png

UV unwrapped version

I then played around with texturing using the different paint tools and brushes. 

Textured Model (Paint)

Finally I used the spotlight tool to apply different metal textures in a different way. As seen below.

Spotlight Texture

Assignment 01

Part 1:

Machinarium Robot Character

robot 02.PNG
robot 03.PNG
robot 04.PNG

My reference is from the robot adventure game 'Machinarium' which features a small stylized metal robot. 

I will be changing the design slightly to fit the motion capture data better by adding spheres where the elbow and knee joints would be as well as changing the texturing to make it more realistic and detailed.

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