week 22 Unwrapping and sculpting alice
Michael Ollerton
Hey, This week i have been unwrapping Alice, i have decided to put all of alice's hair onto one texture sheet and then the rest on another, i made this decision as alice's hair is very complex and not one piece is the same so it takes up a lot of UV space.
The rest of Alice is broken up into this one texture sheet, some people like to put the head onto a separate sheet on it's own. We have decided against this decison as we feel it would unnecessary due to alice's face not ever getting to close to the screen.
I feel i have got a lot better and unwrapping during this project, especially pelt mapping complex geometry such as hands and faces, i still have a lot to learn but i feel i'm getting better result each time.
Once i was happy i jumped into z brush to create a nice high poly sculpt of Alice, i wanted to get this done quickly as i really need to move onto my next character so i only spent about a few days sculpting, but during this i learnt a lot, such as how to properly use sub tools.
From this sculpt i was able to bake down a pretty nice normal and AO which i threw onto alice in engine, so this is what she looks like so far, cant wait to have her moving around.
note* not final texture only a base
Once i was happy i jumped into z brush to create a nice high poly sculpt of Alice, i wanted to get this done quickly as i really need to move onto my next character so i only spent about a few days sculpting, but during this i learnt a lot, such as how to properly use sub tools.
From this sculpt i was able to bake down a pretty nice normal and AO which i threw onto alice in engine, so this is what she looks like so far, cant wait to have her moving around.
note* not final texture only a base
In an unrelated tangent i have began to do some more personal work to improve my visual design abilities, with this i have started to do studies of photos to practice my values as well as rendering faces.
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