Tuesday, 21 May 2013

3D clown with textures

This is my final clown with textures it does not have a mouth yet but i was just experimenting to see how it would look like without one this is not the final final texture. 

This is the final render of my character its all modeled and all the final textures into it. I am very pleased with the final result it moves smoothly and nice and the the mesh does what in need when deforming it. this is now ready to animate.

Monday, 20 May 2013

3D clown weighting

After all the controls are working properly i had to weight my character. i had to weight every joint of my rig individually.
The reason we have to do weighting is to tell each polygons should bend and deform around each joint created so the white area is the polygons that should deform around that joint and everything other polygon should be black because if not it will stretch the mesh and deform the model every time that joint is moved if their are any polygons that are connected  to that joint in white just alil white or grey bit on the body when the foot joint is selected can cause the body mesh to stretch down when the foot moves. so that is why weighting the character is so important we can select exactly what wish bones have power over wish polygons so the mesh stays intact.

3D clown controls

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After i created the rig(skeleton) of my clown i had to add controls to the joints so i could control  were it would bend and   so i could start animating my clown, as seen in the picture. The green circles are the controllers are placed and parented this means they will control the joints that they are next to so if i grab on green controller like the foot one for example it will move the legs up down side to side and also bend it if i wish just like a human body. the dark blue circles are known as pool vectors their function is direct the elbows  and also the knees because as we move our arms and legs the direction of our elbows and knees change if not we would break our elbows and knees. human body moves in arks so we need to reflect that on our characters that y we have pool vectors to give it a realistic movement.

this is my clown with the mesh and the rig and also the controls  showing everything together

this picture is how the clown looks when i hid the rig and its just the controls  this is how it will be like when i animate because we do not see the human skeleton only the body.

3D clown u.v mapping and texturing

After i finished modeling my clown i had to add the textures to it and i done that but U.V. Mapping my character. In this picture it clearly shows my character u.v and how i done it buy separating the mesh into different sessions so i could apply the different textures to the places i needed to give him a more realistic look.
this picture shows how i created the texture of the clown i used photoshop to create this i used my uv  image that i created on maya as reference to i could drawn and paint the areas that i needed giving it its texture, so basically  i created i our textures none of the textures in my clown were textures that i loaded from the internet or anything i drew all my textures myself using the uv mapping i created.



this is the u.v mapping picture i imported to Photoshop to use as reference to draw my textures into.

After i was happy with the textures i drew for my character on  Photoshop i saved as a JPG image file so i could then go back to Maya and create a Lambert on the hypershadder optiion.
Doing this allowed me to import my textures into Maya and apply it to my clown.
After i had applied it to the clown the i had to fiddle with the U.V Mapping a bit more to make it match perfect specially on the body and legs were the joint was so the stripes would match perfect on both sides.
 This was not an easy process and to required many attempts to make the textures perfect. 


3D clown Riging

This is the rig i created from my clown i had to use common sense and create a skeleton for my clown just like a human being has. I done this by  apply the bones and the  joints to the right places just like a real human body has so it can bend the mesh in the right places like elbows knees and every place it would deform or bend. this picture is just of the skeleton itself

this is the mesh with the rig(skeleton) of the clown

3D clown real topology

After combining all my objects together this is how the real topology of my character looks like it alot different form the mesh i originally had drowned but by drawing the topology before modeling it gave me a good understanding of how the mesh would look like.  

3D modeling of the clown part 3

After finishing the shoes i went on to modeling the head of the clown just like the shoes i also used another object(cube), this was again because the head would have such a different shape that i found it easier modeling it from a different of object instead of extruding it from the neck and risking messing up the mesh of the body.
The hair of the character is also a different object its a doughnut that i deleted half and joint the to ends together to make it look like the ends of the hair.
The noise is also a different object its and sphere that i squashed and resided to make it look big like a clown noise.
The eyes are not on this picture for some reason they did not show but he does have eyes i created them but having another sphere and stretching it and squashing to add a bead effect only i also only modeled one eye them copy and past it so they would be exactly the same size.
After i was satisfied with the was all the objects that i modeled looked together to create the perfect head of my clown i combined  them all the neck of the clown.
using the planes again with the character turn around, to model

the 3 different views of the head model