Over the last few weeks I have been developing a Zbrush project which generates a posable and sculptable basemesh model.
From my experience working with a solid watertight basemesh has its limits, due to polygon stretching and resolution.
My goal was to create an accurate male model based on planar forms, which will allow the artist to pose easily and sculpt ontop to refine detail and character.
I plan to release this model and zbrush project for purchase soon, stay tuned for more details.
In the mean, check out a test post OBJ. http://bit.ly/freeavrgman
zulli_base download ZTL in zip. ( zbrush 4r7 p3 )
DOWNLOAD WINNIE RIG BETA! – https://drive.google.com/file/d/0ByyQ1ZI2bOfMaE9aOE5NdDAzWDA/edit?usp=sharing
License – Free for non commercial use, read the license PDF for ZIP password, if you download the rig, please send me a note of where you used it, I’d love to see some cool animation with it!
TIP: it is wise to turn off the hair geo layer when animating for faster response, also turn off smoothing in the main controller window attribute. The rig works best with Viewport 2.0, but not with viewport AO due to the geo hair.
A fun little personal project to create a complete character ready for production. Winnie is one of the cute characters from the animated movie Hotel Transylvania by Sony Pictures Animation. I just loved the design with her cute silhouette and decided to challenge myself to see how long it would take to build her myself.
The whole process took about 5 full days, which started off as a zbrush sculpt, which was then modelled, rigged and shaded in maya and textured with a mix of Zbrush and Photoshop. For the fur and hair I decided to go with simple plygon plane based hair, so the rig is very light and responsive and easy to render.
Thanks for watching and if you are interested in testing out the rig for your personal animation reel, get in contact with me by the email on the top right hand corner of this page. Since I’m not an animator I’d love to see what you guys can do with her.
Please check out the thumbnails bellow for some snap shots of the work in progress.
Winnie the Werewolf by John Chen is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Based on a work at http://www.vfxforge.com/blog/winnie-the-werewolf/.
Permissions beyond the scope of this license may be available at http://www.vfxforge.com/blog/winnie-the-werewolf/.
Ok, this was really hard to get the old head around, but this technique is mostly used in Games, but useful for what I’m doing at the moment.
Say you need to combine 2 different diffuse maps for a character that has a large UV island for a hi-res Texture and the other for low-res.
A good example would be a full character UV where the heads UV would need to have more space to use a 2K map, and the rest of the body just needed a 1K map.
In my case I needed a 4K texture map for one single tentacle and a 2K map for the rest of the serpent. ( see example below )
To achieve this requires that you move one portion of the UV to -1,0 and the one would remain on 0,1. to move the texture you need to;