In my sketchbook, I took my favorite logo and detailed it accordingly.
PROJECTS FOR PORTFOLIO I
AUDREY C. EVERETT 3D CHARACTER MODELER
Portfolio Assignments:
- Male Anatomy Study
- In Zbrush, start blocking out (constructing) muscles in 1-2 subDiv levels, and study anatomy references for detailing on subDiv 3. Retopo using Topogun, and UV Unwrap and apply material in 3D Coat.
- Amphibian Anatomy Study
- After modeling a base mesh in Maya, start blocking out (constructing) muscles in 1-2 subDiv levels in Zbrush, and study anatomy references for detailing on subDiv 3. Retopo using Quaddraw, and UV Unwrap in 3D Coat.
- Prod. Team - Semi-real/stylized character – Cowboy Hunter
- [[Referencing, ‘Guerilla Games’ ‘Horizon Zero Dawn’ style]] Import base, sculpt in Zbrush, simulate clothing in Marvelous Designer, play with fibermesh (for hair) and sculpt extra details by midterms.
- Stylized male Viking character (Vladimar)
- [[Referencing, ‘Flynn Rider’ from Disney’s ‘Tangled’ style]] - Sculpt in ZBrush, simulate clothing in Marvelous Designer, retopo in (Topogun), UV Unwrap in 3D Coat, and Texture paint in SP.
Last Quarter/Foundations:
- Contract Stylized male character (Clocksworth) – 8K-12K tris.
- Sculpted in Zbrush, retoped/unwrapped in Maya, projection/ texture painted in Zbrush, and Lit/Rendered in Marmoset. (consider increasing polycount)
- Assets modeled, unwrapped: the clock, hat, and bomb w/ maps.
- Creature: Stylized Werewolf (Master Putin)
- [[Referencing, Hotel Transylvania’s Wolf]] - Built base mesh in Maya, sculpted and texture painted in Zbrush, retoped w/ Quaddraw and unwrapped in Maya
- Need to model asset:
- Stylized female Viking (Athena) – consider increasing polycount.
- [[Referencing, Hotel Transylvania’s ‘Mavis’ style]] - Built base mesh in Maya, sculpted and texture painted in Zbrush, retoped w/ Quaddraw and unwrapped in Maya.
- Team Prod. - (High Sculpt of Dexter) from Dexter’s Laboratory w/ Anna Vo.
- High-sculpted in Zbrush, lab coat simulated in Marvelous Designer, attempted to sculpt hair w/ fibermesh (but resulted on stylized hair), and painted in ZBrush.
Older Projects:
- Stylized Corn Character (Count Cornula) – lowpoly modeled in Maya with applied dynamics, making the Corn-On-A-Cob character melt and shatter.
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Portfolio One Management
Continue posting
progress on blog!
PROJECT DESCRIPTION:
- 3D Character Modeling
- Programs used: Maya, ZBrush, 3D Coat, Marmoset, Marvelous Designer, Substance Painter, (Topogun?)
- Referenced Industries: DreamWorks’, Disney, Illuminations, Blue Sky, Pixar (and maybe Guerilla Games)PROJECT BREAKDOWN: Prioritized Stages/Iterations
- Plan: research references of creatures & sketch a turn-around of character on paper.
- Finished Line Art – clean finalized sketches of Character Turn-Around ready for production.
- Start modeling low-poly base mesh of your character in Maya.
- .OBJ Import model into ZBrush and begin sculpting high-poly details.
- Export high poly .OBJ files into Maya & BEGIN RETOPOLOGY in Maya (maybe Topogun?).
- UV Layout – start UV unwrapping your low poly meshes/ export into ZBrush when done.
- Bake Maps in SP/xNormals: High-poly detailed Projection to my Low-poly retopo.
- Poly Paint: Paint your base colors onto character in ZBrush or SB?
- Post-Prod. – 3-Point Lighting/Render in Maya, (maybe Marmoset?)PROJECT 1 SCHEDULE:
WEEK 1: Breakdown
stage
- WED-FRI - Work on 4pgs of thumbnail sketches of logos to post on blog before class.
- SAT - Block out muscles on base-mesh in ZBrush.
WEEK 2: Logo Layouts
/ Begin Sculpting in ZBrush.
- TUES - Decide on logo IN CLASS (w/ professor), and detail it daily.
- Google more “Anatomy Studies” to reference for both human and animal.
- WED – Continue detailing finalizing logos.
- THURS-SUN Continue sculpting anatomy, and
post on blog.
WEEK 3: Retopology /
UV Unwrap
- MON – Apply any cleanups as needed before class tomorrow.
- Practice using Mixamo w/ character (rigging purposes)
- TUES - Decimate character mesh for easy import into (Maya or Topogun).
- Export OBJ. files back into Maya for retopo (Quaddraw).
- Begin UV unwrapping retopos, if you haven’t already.
- WED-THURS - Begin stimulating cowboy clothes in Marvelous Designer.
- Bake Maps, in SP? - UV Projection’ phase of each high poly to low poly.
WEEK 4: Bake Maps / Texture
Painting
- Export colored OBJ. files again for substance painter?
- Texture paint RGB color and detail onto low poly meshes in ZBrush.
- Export ALL Maps, if needed.
WEEK 5: Anatomy
Studies / Cowboy Hunter high-sculpt are DUE!
- MON – Painting and maps should be completed, if not already.
- Quick lighting/render in Marmoset, if haven’t already.
- TUES – FINISH ANATOMY STUDIES BEFORE CLASS.
- WED - Finalize hair (fibermesh) for presentation tomorrow.
- BEGIN RESEARCH FOR NEXT STYLIZED CHARACTER.
- THURS – Finalize any detailing for the cowboy, and remember to post updates.
- PROD. TEAM – Cowboy Hunter should be fully sculpted before class.
WEEK 6: Project Two Stylized
Character / Retopo Cowboy.
- SAT-MON – Sketch character turn-around, post on blogs!
- Start building up on base mesh.
- Apply base colors for cowboy (study concept design)
- TUES - Continue sculpting on stylized character out/in class (post on blog!)
- THURS – PROD. TEAM - Decimation Master, Retopo in Maya (Topogun)
- FRI- SUN – Continue sculpting on stylized character
- Start stimulating clothes in MD.
WEEK 7: Sculpting
phase in Zbrush for Stylized Character / UV Unwrap Cowboy.
- TUES - Begin fully sculpting details for stylized character.
- WED a.m.- Bring clothing into Zbrush for any extra details for sculpting.
- THURS - PROD. TEAM – UV Unwrap
WEEK 8: Retopology
& UV Unwrap Stylized Character.
- SAT-SUN - Decimate character easy export OBJ. for Retopology.
- MON/TUES - UV Unwrap stylized character.
- Bake Maps (High to Low), Apply base colors in SP.
- THURS - PROD. TEAM - Bake All Maps, Apply base colors, if able.
WEEK 9: Bake Maps / Texture
Painting (in Zbrush or SP)
- IF TEXTURE PAINTING IN ZBRUSH, THEN Projection’ in Zbrush (if needed). Export colored OBJ. files again for substance painter. Texture paint RGB color and detail onto low poly meshes in ZBrush. Then, export ALL Maps, as needed.
WEEK 10: Presentation
Due
- TUES – FINISH PROJECT Render a character turn-around in Marmoset.
WEEK 11: PROJECT 2
LATE DAY!
- Resubmissions?
- Cleanups/Lighting/Rigging?
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