Production Document ( 2nd year )

Production Document ( 2nd year )

Wednesday, 13 January 2010

Date: October 28th 2009 (Next Gen-Version)

During this month I have been modelling the next generation version of my character, I used a collection of female photo references to help me build a female mesh. The photo references of Ilona was very helpful for getting the correct size proportions for the characters body which will help me to achieve a realistic look to my character.


The body mesh was perfectly align with the photo references, but I modified some areas because I am going to add armour which will separate her breasts and I also made her waist bigger for the uniform.

Now that I was happy with the basic mesh, I would use the female base mesh as a template to help me place the uniform, armour, belts and ammunition pack on the characters body.

Organising the workflow for modelling the character and its components was not as difficult as trying to choose what method to use for creating the normal map.

There are many different methods to creating normal maps for a character; I managed to narrow down two methods which I found interesting.

The first method was to create a basic mesh, duplicate it and add more detail to the mesh copy using Maya or Zbrush, and add detail to the mesh without breaking the silh

ouette of the original mesh.

Then you have finished adding detail, import the Hi-resolution mesh back into Maya and use the transfer maps.

From this point users will transfer the high resolution detail onto the low resolution mesh which can also be done in Zbrush.

The second method was to build the high detail version first, if users have a workstation with low specification it would be best to separate each part of your mesh and sculpture the detail using Zbrush.

Once each part is done import it back into Maya and create a low polygon mesh which directly covers the hi-detail mesh.

Users will UV unwrap the low polygon mesh

and transfer the resolution of the high detail mesh onto normals which will fit perfectly on the UV map.


Made in Maya then imported into Zbrush to add more detail.


Both methods are very effective when they are done correctly the results are very cool.

My Workstation has a good amount of memory and processing power, however the graphics card is only Nvidia 95000 which should be enough to handle the work load.

Just to make sure that everything works ok I will build my model in separate parts, this could take more time and a little more planning, but it will be safer and their will be less chances of the workstation crashing.



The high resolution version (on the right) was used to transfer normal mapping to the low resolution version (on the left).


For quite some time now I have been reading about how normal maps are made and this is my first attempt at trying it for my character.

I will continue to do this for the rest of the model, areas like the arms and legs will need extra topology for animation reasons.

The chest area is hard steel armour with not much movement so the topology can be limited.



Date: September 28th 2009 (Environment Test)

Today I received an email from Nick Sadler, explaining that he might have an opportunity for students of the course to become junior artists for Evolution Studio.
Students will have to complete a test which involves creating some 3D environmental artwork.
At this point I was in the middle of planning out my workflow for creating the PS3 character but I felt that I could not miss out on this opportunity. If I was successful working in the studio may rapidly increase my experience with using 3D applications and I will also be in the best position to learn more about the development industry.
Nick mentioned that students will receive content for the test sometime during this week.

At this point in my own project I still have lots of planning to sort out but I will try my best to time manage the test and college work.

Here is an overview of my development pipeline for my custom character, by keeping a visual list of my pipeline it will help me to remember what to do after each section is complete.

Date: September 23rd 2009 (Specialist Tutors)

Today I had a meeting with specialist tutors Stas and Dean to give them an update on what I plan to complete for the final year. It seams that Stas/ Dean are both happy with the progress I have made so far but after telling them about my plans to start the UT 2004 model they recommended that I make a start on the main PS3 character.
Dean explained that getting the PS3 model done first will secure the main part of your project before the deadline after the PS3 model you can use any extra time to start the PS2 model. Dean continued to explain that the PS2 model could used the same mesh as the PS3 mesh.
This could be done by carefully using the detail from the PS3 Mesh to create a texture for the PS2 mesh.

Date: September 16th 2009 (New Term & Final Year)

This is a new term and final year of this course, what choices I make at this point could affect the final turn out of the project. To confirm the new changes to my project I have incorporated the information provided by Nick into the rational.

This is mainly because it would benefit my existing skills with using Maya and extend my knowledge of creating characters for any format.

Today we had a briefing with Dave Wood to inform students of what to expect in the final year, which was very helpful and made us understand how important it is to stay in contact with tutors. Dave Wood also informed students that he will not be joining us on the final year due to finding a new job in Glasgow, at this point it was a little scary to here that he was leaving because Dave is great at explaining the complicated areas of the course ‘He will be missed’.

Dave made some comments and suggestions towards my rational, but he strongly urged me to make an appointment to see the Specialist tutors (Stas or Dean).