Animation/Design
Friday, May 16, 2008
Thursday, April 24, 2008

onother helmet idea, and some more detail in the pecs

hes gonna be a warrior of some sort, and I think the spartan helmets look kick ass!! so i'll make my own spin on one...

So I've begun the rigging and integrating muscle shapes. continuing texturing as well.
Wednesday, March 19, 2008
Progress: muscle deformation in maya

More texturing. some initial bump mapping as well^^
So im still refining details on surface: wrinkles etc
Just built some tendons in neck
I wasnt happy with the abs, so i deleted them and rebuilt em. My goal is to make them more organic and less stylized. His whole mid section is thicker in general now, more power arghh!!!
character is refined a little. To the left i've started inserting muscle shapes beneath the surface of the mesh that will be rigged into the model for realistic muscle deformation.I'll keep updating this pic everytime I get some good progress
Tuesday, March 18, 2008
spare time
So, i've decided to frequently update the progress of my character creation. On the above posts you can see the different stages hes gone through. It was initially an experiment on modeling different parts of the human anatomy starting off as a single abdominal muscle but, as I modeled more parts I eventually decided it would be intresting to make an entire humanoid figure out of the project. so i did. Coming soon, im building muscle shapes to be implemented in to the rig. They will act as deformation objects that will move beneath the mesh destorting the figure.
In the end i hope to have a fully rigged realistic creation of a humanoid figure that will display realistic muscle deformation and movement as well.
enjoy... :)
Wednesday, October 10, 2007
Sunday, August 26, 2007
Friday, June 22, 2007
Monday, June 11, 2007
Monday, May 21, 2007
Wednesday, May 02, 2007
Saturday, April 07, 2007
Thursday, November 02, 2006
the testing never ends!



Ok, so I've started using displacement maps with varying resolutions. The detailed modeling plus bump mapping just wasnt giving me the results I wanted. Displacing the actual geometry with maps seems to be the way to go in this situation when trying to compromise with rendertimes and acheive the detail that I want at the same time.






















