Friday, October 18, 2013

School Update

Well, I finished up my first year at RIT with a few small projects done; nothing to put in my portfolio but good exercises nonetheless. That is except the final project, which you'll see near the end of this post. Here we go!

(I'm not posting the first project we did because it's super lame. It was made to introduce the students to Maya using very primitive methods, so seriously, you aren't missing anything.)



A:  The second NURBS model done for the class, the first being the one I'm not showing. This one was a pain in the ass to make because of the requirement of modeling with NURBS, which only 5% of you will know what that is. For the rest of you, hopefully this analogy will help:
     You know in math class how the teacher will teach you one way then after everyone gets frustrated with that way the teacher then shows you a simple one step method which will get you the same answer; NURBS is sort of like that. It's outdated, cumbersome and does not apply to 90% of 3D jobs in the field. So why teach it? I don't know, ask your math teacher.
     Despite all this, I was pleasantly surprised of how it came out. Having lots of experience with Maya already, I was able to use many tricks to sort of cheat my way through NURBS. It also helped that I own that practice pad and stand, nothing beats modeling something on the computer that you can physically hold and look at from all sides. Plus, I couldn't imagine doing it with little knowledge of Maya, those poor students...
     I hate NURBS. Can you tell?

B:  Back to Polygonal modeling! The assignment was to make an object... simple enough. Easel. Simple. Done.

C: This assignment I thought was kind of cool. We were instructed to "stylize" some object/inanimate object with the option of using our past project (the easel). Can you guess the theme/style?

D - E:  Same as before, just more practice.

F: This was the final project of the class. I talked about my concept for the piece is the previous post. We only had to get the model done (no texture, rig or animation). I added in some solid colors to an idea of how it would look when textured.

     While creating the character for class I planned to complete as much of textures as I could over the summer before school starts again. I managed to texture everything, except the shorts and shoes, to about 85% completion. The remaining 15% is just tweaks and polish. During the break between semesters this school year, I'd really like to finish the textures. I might even get it rigged and posed if I have enough time. We will see.

First step was to create the high-res sculpt in ZBrush. How high-res? Over 1 million polygons.

Next I made some normal maps out the ZBrush model and created the textures in Photoshop.

The texture I am most proud of is the hair. I love how it all came out despite the challenge and monotony of drawing it by hand, one lock at a time. Totally worth it.

I am very excited to finish her as well as a set around her, filled with props and what not. It should be a great piece for my portfolio, incorporating several skills in 3D development.

As for this year, I've already finished two projects, the next project being to create another character! I've already thought of a concept which I am pretty excited for. Updates on all this in the next post. Bye!