Provides evidence of:
For one of my units i was asked to collaboratively create an organic 3D model that was to be textured and animated by the two other members of mt class. We decided that i would model, Richie Mayes would texture, and Mathew Goodfellow would Rig this organic model. After this organic creature was Modeled, rigged and animated, we would be able to each use it in our final Mech animations.
Because we had relatively little time left in the project when we found out we would be doing this organic model, we decided that the model had to be as simple as possible while still adding to our final animation trailers, this meant it had to be small and bipedal, so that it was easy to model, rig and texture. After some discussion on what we would create, throwing out ideas little squirrels and insects because of the complicated animation and rigging that would come with creating them, we finally decided on a Robin. The reason we chose a Robin was because we would show it simple hopping along the ground and possibly picking up a twig and hopping away, i made it clear that we should not attempt to model or rig this creature with open wings because that would take allot more time than we had left in the project and flight was not something we wanted to animate.
I created this robin model in Zbrush using the same process as i used for the skull.
I began with a sphere and sculpted and moved this sphere around while using reference images of real robins, I used dynamesh to create clean sculpting surfaces and once i had a basic robin shape sculpted I used Zremeseher to create low resolution version of the model.
After that I then sculpted in more fine detail, i found it very difficult to sculpt realistic looking feathers on this model and wasn't really happy with the results, but i felt it was good enough for the fact that it would only appear for a short amount of time. If i had more time to create this model i would definitely spend more time individually modeling and placing the feathers.
Below are some of the reference images i used, I modeled the robin with its mouth open because it would allow our rigger to create controls for opening and closing the beak, this would then in turn allow us to animate the robin picking something up in its mouth.
- Zbrush sculpting
- Semi-Automated Retopology
- Semi-Automated UV mapping.
- Normal Map Extraction
- Ambient occlusion Map Extraction
For one of my units i was asked to collaboratively create an organic 3D model that was to be textured and animated by the two other members of mt class. We decided that i would model, Richie Mayes would texture, and Mathew Goodfellow would Rig this organic model. After this organic creature was Modeled, rigged and animated, we would be able to each use it in our final Mech animations.
Because we had relatively little time left in the project when we found out we would be doing this organic model, we decided that the model had to be as simple as possible while still adding to our final animation trailers, this meant it had to be small and bipedal, so that it was easy to model, rig and texture. After some discussion on what we would create, throwing out ideas little squirrels and insects because of the complicated animation and rigging that would come with creating them, we finally decided on a Robin. The reason we chose a Robin was because we would show it simple hopping along the ground and possibly picking up a twig and hopping away, i made it clear that we should not attempt to model or rig this creature with open wings because that would take allot more time than we had left in the project and flight was not something we wanted to animate.
I created this robin model in Zbrush using the same process as i used for the skull.
I began with a sphere and sculpted and moved this sphere around while using reference images of real robins, I used dynamesh to create clean sculpting surfaces and once i had a basic robin shape sculpted I used Zremeseher to create low resolution version of the model.
After that I then sculpted in more fine detail, i found it very difficult to sculpt realistic looking feathers on this model and wasn't really happy with the results, but i felt it was good enough for the fact that it would only appear for a short amount of time. If i had more time to create this model i would definitely spend more time individually modeling and placing the feathers.
Below are some of the reference images i used, I modeled the robin with its mouth open because it would allow our rigger to create controls for opening and closing the beak, this would then in turn allow us to animate the robin picking something up in its mouth.
Here I have recorded the entire process of me creating the robin in Zbrush from start to finish.
After this video ends i used Xnormal to export bake the normal map and ambient occlusion from the high and the low poly version of the robin model. This process is described more in detail in the "Modeling the Skull" Section of this blog.