Monday, 1 November 2010

Gollum


I got sick of trying to get Cornrows to work in Unreal so I made this little guy based on a quick drawing in my sketchbook.
Original geometry sketched in Sculptris, retopologised in Silo and sculpted and painted in Mudbox.

Monday, 11 October 2010

Cornrows Normal Mapped Stage 1




I'm in the process of making a low res normal mapped version of the Cornrows character, hopefully to get it working in UDK.
So far I've made the low res model, UVed it and baked the normal and diffuse map. Model made and UVed in Silo 2, textures baked in Xnormal which gave me great results. I didn't get a very good result baking in Mudbox. I got nasty seams all along the UV boundaries.

He's a bit too shiny in these Mudbox grabs, especially the clothes but I'll be adjusting the spec to suit the game engine anyway.

Monday, 20 September 2010

Cornrows Complete High Res Stills



Here are some high res stills of the complete Cornrows character study. I'll upload some other angles tomorrow.

Cornrows Complete Turntables

Cornrows Textured Full Length from Robin Ball on Vimeo.

Cornrows Head Complete from Robin Ball on Vimeo.

I got my workstation up and running again. That allowed me to merge the head and body together and I grabbed some footage. Here are the full length and head turntables.

Follow the full length link to Vimeo for the HD version.

Sunday, 12 September 2010

Cornrows Clothes Textured Stage 2

I've added a layer of dirt over the clothes. Projection paint is good for that. No worrying about seams.

I also painted the hands. Mostly projection paint again, but with an underlying layer using random scattered brushes like the clothes.

I'll probably have to collapse all the layers on both this and the head before I can merge them together. I'm a bit low on memory with both loaded.

Monday, 30 August 2010

Cornrows Clothes Textured Stage 1

I've done the first stage of the clothes texturing. No lighting on this one as I haven't done any spec maps yet.

This part was done with different tools to the head. There was too much shading on the clothes to use projections. Instead I made a couple of brushes from the source photos for the shirt and trousers and used them as stamps with random offsets and rotation. That's a nice quick way to cover a surface with textured detail. Flatten to UV space was handy for making sure the hidden bits like armpits got covered.

Then there's an Overlay layer for the cavities and wear on raised edges. That was done with the Drybrush tool. Particularly good for jeans.

And then there's an Ambient Occlusion layer Multiplied on top.