Live Professional Brief #12

I finally hadn’t enough time to create all the UVs. So I decided leave it as it is. I wasted a lot of time correcting the mesh problems, like repeated polygons and non-manifold topology in order to be able to create UVs as well as in define the hard and soft surfaces to define angles of the armor pieces.

Finally I exported it as an OBJ and used Marmoset Toolbag to create a presentation document.

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Link to Marmorset presentation: https://www.artstation.com/artwork/X2P5y

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Live Professional Brief #10

I have continued working on the retopology of the body. Has been a bit difficult to completely understand how to modify the flow of polygons, above all in patches of more than four sides. I think the body finally looks a bit dense in polygons but I think it will be under the polygon count required. In General I tried to maintain the lines of the seam that will have the textures in the side of the character in order to be les visible. I also tried to make the retopology thinking in the animation by adding extra loops where was necessary like the fingers the articulations of the arms and legs and the wrists and ankles. Closing the mesh has been a bit complicated due to the number of sides needed didn’t correspond to the other polygon islands, having to modify several parts of the mesh.
While I had a lot of problems understanding the use of this programme I ended finding it very useful and is very probable that I will use it in future projects.

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Live Professional Brief #09

Before exporting the model first I made several separated groups of tools in order to copy them, merge them in one element, then one of the copies I apply a dynamesh and then using projection I projected the information of the not dynameshed layer on the dynameshed object to get all the detail. I did this process to make the body consisting in the body, all the armor pieces except for the Pads. I did separately the hair, the mask, the holographic screen, the tool, bags, the buckle, the breathing box and the protective toes. In general I didn’t merge in to the body mesh all the things are not going to be deformed and must keep the shape.

In order to remeshed first of all I reduced the polycount by using the decimation Master Zplugin to a more manageable amount. After that I exported the several tool as OBJs. Then I started a research to learn a new software I found for retopology, SketchRetopo. I saw several video-tutorials in order to understand how to use it and how to place patches of polygons. Was quite tricky at first but I see a lot of potential in this programme that, on top of it, it’s free.
I imported the body OBJ as a base mesh to place the polygons over its surface. Then I saved the project because this programme is still on beta and tend to crash frequently. The good thing is that has an autosave system that saves the project every 30 sec (the quantity of time can be adjusted). I applied symmetry to only work on half part of the mesh and then started the retopology by the face. After finishing the head I create different polygon Island in different parts of the body in order to get the overall shape and working to join each island little by little.
I have also created the hydraulic system and some plates of the legs on Maya as by the moment I find difficult to create that kind of elements on Zbrush.

 

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Bibliography:

Igl , Interactive Geometry Lab , ETH Zurich, Sketch-Based Generation and Editing of Quad Meshes (n.d.) [Online]. Available from: <http://igl.ethz.ch/projects/sketch-retopo/&gt; [Accessed 01March 2017].
Kenshi Takayama (n.d.) SketchRetopo Tutorial #02 (Basic Usage) [Online video]. Available from: <https://www.youtube.com/watch?v=PSD_nISLolY > [Accessed 01 March 2017].

Live Professional Brief #08

I have made the sole of the boots duplicating the feet and trimming its surface till I got something with the width similar to a sole, then I modeled it using masks and the move brush.

I have also made some protective toe plates with the extracting method and also by creating another protective toe with cylinders and merging them with dinamesh.
I started the helmet by extracting some shapes from the head painting with the silhouette of the mask. Then masking and using the move brush, trim dynamic, inflate and dam_standard I created the volume and shape of it. Then using an sphere I defined de base shape of the mask’s holographic glass with a sphere, then u used move and trim dynamic brushes o make its shape and then mask the surface I wanted to use and extract the surface to get a layer of a specific thickness. I added more detail to the back part of the mask adding another relief for the base of the tubes with the extracting method. After that, I placed some cubes to create the tube connection in the back of the mask and used mask, trim dynamic and move to model them. To make the headphones I used a sphere, copied it , sliced it in two to make the seam and used a Boolean method with a cylinder to make the circular hole. Then I used another spear to create the light bulb.

I modelled the hair from a sphere using the set of brushes I always use (move, dam_standard,…) and added a braid starting it from a cylinder and modeled it with a repetitive pattern. I added two hair bands at the beginning and at the end of the braid using cylinders and then modeled them. Finally I added more detail adding bolts to several parts like the shoulder pads, the neck and the breastplate. I also added small cylinder details in the breastplate.

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Live Professional Brief #07

I have made 2 protective plates in the inside part of the leg and defined with smooth and dam_stadard brush and dynamesh with smooth. I have added to the trousers a separated piece that would have the function o f a knee pad. I have masked the surface and used the move brush and smooth in order to carve its surface. Then I used the move brush to give its final shape.

I have created the exteriors protective plates with the extract methods as well as the relieves in the interior of the same plate. Then I used the move brush to give it shape and the dam_standard brush along with dynamesh with polish to get a more polished result.
I continued the toolbags by modeling them by masking and moving the surfaces then I added a relief border also with masking and the inflate brush. Finally, I used the IMM_Clothing_Hard brush to add some buttons placing them better using move.

After that I centered my attention on doing the legs armor plates and knee pads. I used a sphere to model the kneepad, cut it with the trim lasso brush, and modeled with masks and the inflate brush, move and dam_standard brush. In a similar way I did the rest of the leg plates and the kneepad bands but extracting the surfaces from the leg.

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Live Professional Brief #06

I have created more plates on the hand using the extracting method I used to make armor pieces. Then, for the repetitive plates I copied them and placed in position. I added more detail to the buckle by adding 2 plates inside it with different tools to not mess up the model when using dynamesh. Then I added a bit of more volume to the buckle by adding two lateral plates like being the entrance of the belt in the buckle.
To do the trousers folds I used the standard brush with a very low focal point and Z intensity.

I have continued the face by defining more the nose and creating the eyes and eyebrows. I used the extracting method for the eyebrows I

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Live Professional Brief #06

I have continued by modeling the rest of the body. First I have created the chest extending the neck and using the inflate tool and dynamesh to increase its size. Then using masking and the move brush I extruded the arms and legs. Using Overwatch’s D.va as a reference I modeled the body proportions and shape in order to find that Overwatch aesthetic in the body. I modeled the palm of the ham and the feet using the same process as the arms and legs and then using cylinders as a base I created the fingers separately from the body to not be affected by future dynamesh uses. I also refined the face shapes in order to find that Overwatch aesthetic. In order to make it look softer and cartoonish I used dynamesh with polish to reduce the surface details and define the borders.

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Live Professional Brief #05

I have continued by modeling the rest of the body. First I have created the chest extending the neck and using the inflate tool and dynamesh to increase its size. Then using masking and the move brush I extruded the arms and legs. Using Overwatch’s D.va as a reference I modeled the body proportions and shape in order to find that Overwatch aesthetic in the body. I modeled the palm of the ham and the feet using the same process as the arms and legs and then using cylinders as a base I created the fingers separately from the body to not be affected by future dynamesh uses. I also refined the face shapes in order to find that Overwatch aesthetic. In order to make it look softer and cartoonish I used dynamesh with polish to reduce the surface details and define the

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borders.

Live Professional Brief #04

I have started my model by the head. First I created a sphere and then using the moving brush I started giving shape to the head. Then using masking and the moving and inflate brushes I started giving shape to the eye holes and mouth. Then I created the teeth base and placed a new sphere in the eyehole to have an idea of the shape of the eye. Finally I closed the mouth using the move brush and defined a bit the lips with the Dam_Standard brush.

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