For the last submission, I made some minor changes to Sol's hair model, adjusting the length of several strands and adding a bit more variation to the curl patterns.
Feedback as mentioned
For the last submission, I made some minor changes to Sol's hair model, adjusting the length of several strands and adding a bit more variation to the curl patterns.
Feedback as mentioned
Colour changing material for background characters, allows designers to change the colour of NPC clothing quickly
This sprint I spent a majority of my time working on secondary character art needs such as working out the workflow for Sol's hair, breaking down Metahumans for their parts, and designing the first proxy of the Yarn Ball character.
Hair Research
For our style, I spent some time looking at In the Valley of Gods, specifically with their character Zora, on how they do hair. This turns out to be a multi-layered approach with a basic mesh and hair cards stacked ontop of them
For this, Ive been testing out both Ahoge and GC Curves as Maya Plugins to see what the best way to get the volume we need for a coiled hair texture. This process started with a mesh volume, then converting that into a random number of curves with Ahoge. Then processing those curves into either cards or tubes to be textured.
For this week, I finished the main sculpt of the Barista character and will be working on retopologizing her while creating a proxy for our rigging artists and animators to use for blocking.
I ended up keeping all of the details in ZBrush after looking for further reference for the apron, noting that the strings could overlap the edge at the top of the jeans to hide the fact the apron isn't actually attached. Especially if this is a background character, small details like this should be easy to work with.
Important context for the assignment portion of this post: I was away on medical absence until Monday May 18th so my contributions are limited.
For our project, I was tasked with designing one of our background extras, an unnamed Barista that will appear in several shots to make the cafe feel more lively. Everything below her neck has to be seen, including shots up close to her boots, so I focused on making loose clothing that is general enough to fit with our early 2000s aesthetic, but not boring.
One problem I've been running into is regarding the physics of the apron versus the positioning of everything else. I am looking at experimenting with a simple version of Marvelous Designer to create a pattern of the cloth for primary details/basic string placement then add details in Zbrush
For our lighting assignment I decided to have a little bit of fun and focus very heavily on the artistic side of lighting, specifically referencing chiaroscuro for how to light the subject.
chiaroscuro, (from Italian chiaro, “light,” and scuro, “dark”), technique employed in the visual arts to represent light and shadow as they define three-dimensional objects. Britannica
In hindsight, I think I could have pushed the lighting further to be more dramatic, but being limited to three-point lighting setup, I think it works for what is needed.
Playing with the different temperature of the lights did also help create a better story for the statue. Warmer lighting next to the bird's neck and a dim light behind the man help imply a story taking place.
For this week I mainly worked on finalizing the renders for my player VFX post and creating several of the video features for it. I decided...