It's the first CGI character I've designed from start to finish and I'm pretty happy with it to be honest.
'Hanna' modelled and rigged by Sebastian
(Above) Skin texture on Lambert
(Below) Experiments with shaders...I started off with testing a Blinn and adding a biege tint in Maya, but settled on using a skin shader instead, as well, it just looks alot better. Unfortunatly I later learned when I tried to render out a simple turn around using this shader, that it took far too long and would make rendering our final film a real problem. So I had to settle for the Blinn. But I'll still show the process below as it's a rather impressive difference and something to definatly consider in the design process if I ever get the chance to texture/design a CGI again.
Before I forget to mention. She might look abit scary, as she's lacking eyelashes and hair. Seb didn't include them when he gave me the UVs as they've already been textured. Safe to say...in the final film however she does have hair as shown in the first image.
(Below) Finished textures...I've show a few development shots of the hoody as it took bloody ages. I had a real problem with understand the UVs of the character and getting around seam issues. Trying to give a character a 'messy textured look'...in a controlled way. Is a pain. But I eventually figured out a process and I can confidently say she is seam free.
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