Sunday, 21 June 2009
Getting things done
Environment Modeling
Environment Modeling


Cho Complete




Easter (not so) break - Modeling/Texturing Cho's Hair

I though about different styles i could give her, i really like Anna's bunches, the way they tail off to a point is the best way around the issue of not having a clump of hair, but that wouldn't suit Cho, nor did we want them to have the same hair. I came up with the short bob, which we all thought looked nice and suited the character, so i went about refining it and giving Cho a head band. I did all the shaping in maya, then exporting it into mud box to texture.

the fringe and side burns are two separate UV maps as they are both alpha maps. mud box has some good preset brushes which i used to paint the hair. starting with the fringe i just built up the texture in a series of layers, which i then exported into Photoshop and merged them into a single layer. for the alpha map i used the eraser tool in Photoshop to work away the blunt fringe, but it was looking lame. i looked at Anna's alpha and i saw that she might have done hers using the smudge tool. Using hers as a base, i used the warp tool to manipulate her alpha to loosely fit within my UV map for Cho's fringe. I then worked into it from there with a smudge tool until i got something that looked nice for Cho.

I went on to paint the main part of Cho's hair, going about it the same way i did with the fringe, working up layers to get a good texture using the mud box default brushes. As I painted it I made my brush strokes work with the flow of the geometry to get as natural a looking hair, in our stylized form, as possible. I lastly painted the alphas for the side burns, again using the smudge tool in Photoshop to get the wispy look i wanted.
Tuesday, 16 June 2009
Easter (not so) break - Texturing Cho continued
I UV mapped Cho's head using a spherical map, then I tweaked the verts around her eyes, nostrils and mouth so there was no stretch when painting finer details on her skin, such as freckles. Having finalised the UVs I exported Cho's head as on obj into mud box and pained the Diffuse layer with relative ease as there was no problem with stretching textures. yay.

HANDS
When texturing the hands I did a previous test to see how well mud box would map a texture on the geometry when an automatic map was applied, given the random separation of the mesh it created a lot of seams. Mud box freaked out when I painted on the hand, showing lots of the fine transparent seams, particularly around the fingers. So, I planar mapped the palm, back hand, and cylindrical mapped the fingers. This worked out well when I painted the blemishes and freckles on because the texture had no noticeable seams this time round. When it came to painting the nail varnish on I initially attempted to paint the nails in mud box, but the colour kept bleeding over the edge of the nail as the fingers were not mapped for such close attention to detail. I had to planar map the nails individually and then painted the nails directly in Photoshop on the UV map, which worked out well. The texture around the wrist of her top, where you can see some white geomitry has been fixed. there have been a few instances like that occur throughout modeling Cho. To fix it i had to tweak the UVs in maya to make shure that the texture I painted was fully covering the UVs, this is where mudbox tends to not map everything 100% to the very edge of an objects geomitry.
