Monday, 16 April 2012

Major Project: Olivier, the Patissier, Bits and bobs

As the weekend, approached, and I have been working, I decided to do some bits and bobs to improve the character to make him look less cg and more like a cartoon character. therefore i added eyelashes and the mouth. although he will not make any sound it is always good to have this attention to detail to perfect the character.




 On a higher note, I have began skinning the character and by th end of this week I plan to have both skinning and rigging done. 

Friday, 13 April 2012

Major Project: Olivier, the Patissier, Character Joint Placement

Here is only a quick update, I have moved into the rigging/skinning realms. time to get geeky!!


so far here is the characters skeleton.


I plan to move on these stages pretty fast!! he will be moving soon. :)

Wednesday, 11 April 2012

Major Project: Olivier, the Patissier, Character Textured

With a few days off this week, I carried on texturing the character. As the head was already textured and shaded I moved onto texturing the body, and turn the horrible grey template shader into a character which is vivid and alive.

For the body, I have used the same approach by baking the ambient occlusion maps of the high poly version, I began to to paint it referencing to the actual high poly version. this allowed me to add extra detail onto the low poly version and emphasize the normal map already created.

So here is the character fully textured.





 


Now onto rigging!!!

Tuesday, 10 April 2012

Major Project: Le Patissier Animatic Version 2


Here is a quick update on the animatic, I fully resolved sections of the animation that i feel confident with, further tweaks will involve changing the beginning to quickly get to the cake world, and swap the sections of the animatic where it is still a film clip. Finally I will add sound effects to the first part of the animatic.



More updates to come very soon.

Monday, 9 April 2012

Major Project: Olivier, the Patissier, Character Texturing I


I have began texturing the character, however this time I decided to take a slightly different approach, first, I added the basic colours for each part of the map.


Then I took the model to Zbrush and sculpted extra details in most of his assets. exporting and creating a normal map of the high poly version.  



After I decided for the normal maps to work better to bake the Ambient Occlusion maps of the high poly mesh and apply onto the texture maps of the low poly. 


 Then I wanted to get the most of the shaders without using any texture yet, therefore I explored Fake Surface Scattering. I chose fake surface scattering over the real one, because the results are slightly different while the real one gets extraordinary results which take your model closer to the hyper-realism realm, the fake one achieves great result and keeps it more cartoony, therefore the choice was purely due to art direction. 


With the shader sorted I began texturing the skin and the head map and so far here is the progress, Tomorrow, I plan to finish the characters texture and move fast to the rigging task.

  
 


The latest Progress with the specular map added.

Tuesday, 3 April 2012

Major Project: Olivier, the Patissier, Character Texturing Begins

Next on the list of character pipeline work, is texturing. Therefore, in order to begin texturing, It is a task that needs doing- laying out the Uvs.


With the Uvs laid out, I move quickly to sculpting extra details to the character and painting the textures in, for the time being I have block out the colours and created the shaders ready to apply the textures. 



Onto Sculpting!
 

Major Project: Olivier, the Patissier, Character Modelling Finished

Lately, I have been working in two main things for this project. Firstly I have been quickly drawing the few boards i needed to use on my version of the animatic. This, I plan to finish today and edit the animatic to near completion, allowing a few tweaks to be made after wards.
Secondly, I have been finalizing the character model, by modelling what was left. the character is now fully modelled.






With more confidence in this project, I move forward with the animatic and the character workflow, therefore I will be doing texturing,