Animation for the Creative Industries – Week 6 presentation, tall character model with facial features.

This week I was working more on my sculpted character. I made one change to the base mesh itself:

 

I decided to add a little butt under the t-shirt, Lyndsey’s block out currently has one and I think that it looks a little better than floating tshirt with legs in my opinion.

I spent most of my week working on the randomised facial features intended for use on the base mesh. I started by sculpting hair out on blender, and then retopologised these in maya – I made a short, medium and long length hair asset:

I then moved on to facial Hair, which I hard-surface modelled in maya using the lattice deformer:

I think that the topology for the beard and moustache may be a little too dense, and this might be something I have to re-do. But, for the moment, I’m really happy with how these look.

Noses were next, of which there are 3 variations (also modelled in maya, long nose with lattice deformer):

Again, not 100% sure on the topology of these, they’re quite high poly – but they’re OK for the moment.

Finally, some glasses:

 

I threw the FBX files into maya randomly, just to see what the variations looked like together but also to make sure that the assets aligned with the face:

  

I’m pretty happy with the combinations, I think that I’ve done enough to have variation and they also fit on the face well.

I pulled a random model into Mixamo just to check that there were no glaring issues with the model that might occur during rigging:

 

It’s accidently Dave Grohl.

I pulled all of the assets into UE5 just to check there were no issues or errors with the mesh’s.

And a bit of scale checking for good measure.

Presentation Slides for presentation, 06/03/2023

I used some reference on youtube to see how other sculptors went about making hair:

 

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