Thursday, 29 June 2017

Summer Work: The Daily Update!

Ribbon Spine Created 
Rig Fully Created



Knee Skinning Refinement

Head Connections Reworked 
Fingers Skinning Refinement



Arm/Shoulder/Elbow Joints Refined

Neck Skinning Smoothed

Ribbon Spine at Work

Initial Leg Skinning Refinement

Legs Fully Skinned and Smoothed

Pose Space Deformers, Arms

Pose Space Deformers, Wrist
Pose Space Deformers, Pelvis



Pose Space Deformers, Boots

Model Fully Skinned


Skinning in a weird way is a lot like modeling, You have to constantly refine, refine, refine, until you either get something that works or something your happy with. Like UVing however, this process can be a little hard to figure out but gets easier the longer you do it.

It is important to save a lot of your work though, as well as name and organize everything, having the joints named in the skinning menus is super handy rather than having to constantly look at your model, your rig, the menu, and rinse and repeat. Doing this just creates so much less work for yourself, and helps you even further down the development line.

Wednesday, 28 June 2017

Summer Work: The Daily Update!

Face UV Layout 
Eyeballs UV Layout



Eyebrows UV Layout

Earmuffs UV Layout

Headstraps UV Layout

Head Full UV's with Texture Grid

Torso UV Layout

Hands UV Layout

Legs UV Layout

Boots UV Layout

Belt Buckles UV Layout

UVing isn't so much a pain, but rather tedious, how to see what works and what doesn't. The Grid really helps with finding out which spots need to be refined, fixed or redone, as for the UVing process it's not too bad. As stated finding which method to unfold this with can be a little tedious but overall I've got a good result.

Monday, 26 June 2017

Summer Time: The Daily Update!

Initial Scene Set-Up
Basic Blocking



Shape Refinement
Arms Creation



Initial Legs Development

Leg Refinement

Legs Reworked

Torso Refined

Initial Boot Creation


Boots Refinement

Initial Fingers Development

Fingers Refined

Hands/Gloves Attached and Refined

Model Cleanup

Head Attached


I'm aware that the head in this model is different as this model is a previous version of Jet Pack Jones. The Body model was within my standards but only needed a few fixes, so I've made a hybrid of the new head model and this current body. I also want to try and present each line of tutorials in a way which is easy to understand and not too difficult for the submission.

Wednesday, 21 June 2017

Summer Work: The Daily Update!


I just need to do one more cleanup and this thing is finished. So far liking how it's looking!

Summer Work: The Daily Update!


Just some more progress. Need to now animate the squirrel and fix some issues with the guy but I'm pretty happy with this so far.

Monday, 19 June 2017

Summer Work: The Daily Update!

So After a lot of consideration, I decided to go back and remodel my head for the JPJ tutorials. The main reason I did this was so I can get a better idea of the process of modeling, something which I personally felt lacking in. I can now say whilst I still have a lot to learn, redoing this has been a really nice challenge.

Head Model, First Version
Head Model, Second Version

As you can see, there is a huge difference in the qualities of the model, both at first glance and under the hood. In general, the geo has been massively improved, history issues have been fixed and the whole thing is just generally a lot nicer to look at.

So yes I did start this from scratch going back to the original tutorials and I now need to fix the body and hopefully, I shouldn't have too much work to do.

Initial Setup
Basic Blocking Out


Further Blocking

Smooth Preview Refinement

Lip Refinement

Nose Development

Further Refinement

Chin/Jaw Refinement

Further Refinement

Cornea and Eyeball Development

Throat Development

Further Refinement and Eyebrows Creation

Headstraps & Earmuffs Creation

Final Refinement and Cleanup

Scene Preparation


Overall I'm super happy looking back on this, it has been a nice little challenge in Maya, and I now feel much more confident in my modeling abilities. So hopefully lets keep up the consisentcy with these posts and see what happens!

Hardware Render