Friday 29 May 2009

Massive Attack (of updates) part 5

Finally, Banamadr posed ready for his turnaround:

And the smooth-bound skeleton in action:


I did have some maya rendered posed stills to upload but they are absolutely gigantic and also I have noticed the brightness / contrast on my laptop is completely different to this computer and others it gets displayed on. For that reason I'm going to rework those images and upload them at a later date. They were included on the showreel so I'll have them ready a bit later on.

Massive Attack (of updates) part 4

And again from the back:

The UV map for the wolf-pelt:

And a close-up of the nicely UV mapped face / pelt:

Added a skeleton to make him poseable, but I haven't rigged him for this project as it's loads of work that can wait for another time:


Massive Attack (of updates) part 3

Back view:
And a close-up of the wolf-pelt's new low poly head topology:


Had a go at using the wolf-pelt as an Ncloth object which was a failed experiment, but thought I'd include this shot of the cloth thickness anyway:

More skin!

Massive Attack (of updates) part 2

Close-up of his low poly face topology:

Skinned! (But still a bit naked)


The UV mapping for his skin:

Now with added wolf-pelt goodness:

Massive Attack (of updates) part 1

Right this is going to be epic so I'll keep words down to a minimum.

Ok, without further ado here's a massive image blog of my progress creating the Wolverine character Banamadr in Autodesk Maya, starting from his humble origins as half a box modelled body:



Whole body stitched together, now with tail, head and face: