Crash Site Project

This sister blog is for my final University Module. I am involved in a project with a team of 3. We have decided to do a sci-fi crash site for a passenger space craft that holds aproximately 20 staff. We are all co-directors on this project and everything is equally shared. The site will consist of a vegitated environment with the space craft crashed on the right hand side. The space craft will also be modelled internally. The finish piece will then be placed into Unity Games Engine with animation cycles to create a non-player game effect which will allow the player to walk around the site.

All models are to be high res modelled in ZBrush and then low Res in maya and texture baked and Rigged/Animated.

Saturday 18 February 2012

M14A Pulse Rifle

Initial Reference

Reference with Mesh

M14A Pulse Rifle Model

Complete Rifle ready for ZBrush

Thursday 16 February 2012

Texture Maps (2048 x 2048)

Maps need more tweaking in Photoshop in certain areas

Normal Map

Colour Map

Hardware Shading Occlusion Map

TopoGun (WK 3)

Character 1 Decimated from 32 million down to 8.5 Million to allow it to go into TopoGun

Hi Res and Lo Res in TopoGun



Lo Res model in Maya with Normal Map

Final Maya Model 3457 Poly Faces...( 6798 Tri's ) reduced from original ZBrush @32 million

Final Mesh

3rd and Final Head (WK 2)

3rd Character Turnaround (ZBrush)


3rd Head

2nd Character Turnaround (ZBrush)

2nd Head Swap (WK 2)

Front

Side Close Up

Back

Eyes and Textured Head Scarf

Week 2.... 1st Character

Final Textured 1st Character Turnaround (ZBrush)

Thursday 9 February 2012

ZBrush Progression (WK 1)

Textured Scar (Head 1)

Front

Side

Back

Leg Detail

Back Fishbone Detail

Progress

Completion_side without textures

ZBrush Progression

New design as old chest piece wouldn't allow the arm to function correctly

I sculpted the scar and arm muscles and deleted by accident!! Spent 1 hour trying all sorts of delete finders on PC, Then re-sculpted in about 30 mins and better...maybe things do happen for a reason....NOT !!

Front Chest

Back Chest Detail

Side View

Wednesday 8 February 2012

Building up new mesh with Armour detail from concept

Concept by Sidney Thibault

This time i took a different approach to the modeling, instead of building everything up in ZBrush which i find makes it harder to low res after, i spent more time modeling it in Maya first...



New mesh completed and ready for ZBrush

Mesh Part Breakdown

Week 1. Preparing Model Mesh

Firstly i decided to re-mesh my last project as the torso and legs are fine for what i need according to the concept art done by team member Sidney Thibault. I started by deleting the head and hands as these two parts of my mesh where an issue last time. I rebuilt the head (fig 1) and hands and checked the scale against a reference chart (fig 2).

Figure 1

Figure 2

Just to verify My new "Trooper Character" is not Emilius (my last character) Admittedly i did use some of his original base mesh....Explained below

Looking back over Emilius it was clear that my anatomy was miles off and the head was to small and out of proportion...







Head has no ears or nose which created endless problems last time building later


Also serious scaling issues on his hands being far to big