Friday, 4 April 2014

Major Project Production Bike Parts #Bike Unwraps

The next stage after finishing unwrapping the low poly bike model was to unwrap it. This was tricky for me as I didn't know what I want to unwrap as I will be using shaders for some of the objects. This lead to unwrapping the majority of the model to play it safe.


The first Unwrap consists of the leather and rubber parts found on the bike and will be rescaled to the size of 512. (Seat, Tires, Fork Stoppers Grips)


The second sheet consists more of the matt like metals and small components. This will be rescaled to be 2k texture. (Frame,Handlebars, Stem, Brakes, Gear shifter, Crankarms, Pedals,Chain Guide.


Last of the unwraps was the glossy metal and plastic objects. (Forks, Shock, Rear mech, Rims, Spokes, Cassette, Chain, Chain Guide, , Seat post and clamp). 

Major Project Production Rider (Character) #Final Model

This is the Final model of the Rider character shaded and wire-frame. 


Major Project Production Rider (Character) #Character Unwrap


Once modelled it was the task of unwrapping the model pieces and grouping them together.


This unwrap consists of the jersey, shorts, gloves, knee pads and face, even though usually the face unwrap is much bigger than what I have it. I didn't feel that I was necessary for my character as the face will be covered up by the helmet and goggles.


The second unwrap consisted of more hard surface and rubber materials. Objects that were included in the unwrap was helmet, goggles and shoes.

Major Project Production Rider (Character) #Shoes

Finally making it down to the final aspect of the character the shoes.



For the shoe I gathered reference images from a range of angels. This one came in useful alot due to it being pretty much a perfect side view of the trainer.





However for me to get a better look and concentrate more on the shoe than the background I Photoshoped the image to form this.


This was another reference Image I used as it showed a range of angels, However I couldn't totally be committed to using this as the laces were pulled tight creating a different form than the one I wanted to create.



This is a rough blocked out stage of the shoe.




I then refined the shoe and added in the tongue of the show using a simple box.



This is how the final shoe turned out with a plane representing the laces. Also filled in the top due to Zbursh sculpting.



I was advised to create the different levels and material sections out of boxes and wrap them around the shoe. However this was to difficult. For this I should of used Topogun or 3d coat however didn't have the time to go back instead just going to extract them from the base mesh in Zbrush.

Major Project Production Rider (Character) #Knee Pads


Moving down the body I decided to create the knee pads next.


For this I selected some of the faces from the base mesh of the leg. I created a new object with the selected faces and the used the shell modifier to create a thicker object.


From that mesh I used the Turbosmooth, However this was way to high poly to be used in game and even for sculpting purposes.


This is the back view of the Turbosmoothed mesh.


From that mesh I then collapsed the mesh back into an editable poly, from which I went back and deleted the unwanted topology.


This is the back view of the redited 

Thursday, 3 April 2014

Major Project Production Rider (Character) #Shorts


Moving onto the next major part of the character the shorts.


This mesh was again take from my second year project, As trousers I then cut away the lower part keeping what I needed.

I then removed the two front pocket sections of the mesh and filled in the gap. While also adding in topology around the top and lover parts to give the shorts some thickness.


However I soon came to a problem, With the adjustment I made around the pocket area it looked weird in the viewpoint like it had to different smoothing groups applied, however this was the case and when rendered looked fine. This did worry me and I though I need to get it fixed just in case it doesnt look right in Games Engine.


I came up with the simple fix by exporting the model out as an Obj into Zbrush and then back into Max, This fixed the issue some how and made the whole mesh look complete.


I then made the leg parts slightly wider and then the mesh was complete.

Major Project Production Rider (Character) #Jersey

The jersey was next on the list to model for the character.



For the jersey I started off with the top half of the base mesh.



I then separated the head and hands from the mesh, while also editing the topology at the neck area into a collar. 




Then added in edge loops at the wrist area and scaled them up to look like the are being push up from where the gloves will be. Also added in and edited the topology at the bottom of the jersey to make it look untucked from his shorts.


I did the same sort of effect at the back making it overhang the shorts slightly.



However this mesh soon came to cause problems when unwrapping as it wasn't clean enough around the top of the arms and for that reason I needed to retopologise the mesh. This was done by placing the original mesh in Zbrush and using the topology tool with Zremesher to get the out come seen in the image.


This image shows the back of the retopologised mesh. 


For the Glove I decided to recreate another hand from scratch keeping the topology really simple and clean, with this the mesh also includes the wrist part of the body.