Thursday, September 13, 2007

Final zbrush models

I finished modelling this head in zbrush a while ago. I'm revisiting it now to use as reference for my texuring. I think I should also be able to literally use it for texturing - using sections of the screenshot image as an overlay in photoshop.

Importing the character mesh into Unreal

Today I managed to get my mesh into the unreal engine (using a default texture, as my character's texture is still in production) and have it run around using animations from a standard Unreal character. I learnt that it's fairly easy and quick to use the standard animations, but because they are designed with carrying guns in mind, they wont be suitable for my characters. Instead I need to design my own animations, and overwrite the standard animation sequences. The biped used in the UT file Male_Skeleton seems to work well with my character mesh, so at least it will save time there.

The only major problem with my mesh seems to be here (looking up his legs under the 'skirt'). The mesh deforms badly and also the seams don't appear to be welded. I should probably be able to fix this by adjusting the rigging. Also, Ive also managed to export a skeleton mesh inside my character mesh, which shows up at inopportune moments, this can be fixed easily by re-exporting the mesh. Will post up the texture shortly, when it's finished.

Wednesday, September 5, 2007

The finished mesh



Here is a screenshot of the finished mesh in 3dS max.

UVW mapping

Again, this was completed before I went away. The head and body are now unwrapped and ready for texturing. It's a bit difficult to see what's going on with the head unwrapping, but this is due to the structure of the head - it's made up of different parts which are often at right angles to each other. Unlike with an organic head, it's not necessary to have them all flowing into each other.

Head UVs
Body UVs

Colourways


More old work I havent uploaded yet. These were used to work out the colouring for the head. I like the top left, but would also prefer to have more small white areas and lines, which were difficult to portray at this drawing scale.

Concept Art


Ok, so I've been away for a week or so, and yes it was a lovely holiday, thank you for asking. I've just realised that I never put up the concept art for my characters so here it is.