Thursday, April 15, 2010

Week 7



Completing the head has taken a rediculous amount of time, more so than the body and face combined. Maya started bugging and wouldnt save for a long time so I found in the end I'd done the actual head about three times before I was able to save it in a state I was comfortable with. I've resolved maya's saving problem so my work shouldnt be hindered by that any more.

The nCloth ismulation on the pants and belt have begun to really annoy me and I've hardly started animating it. Even something that should be so simple as exporting into unity from maya became difficult, as the cloth wont export and then nicely import into unity. I'll give it a little more of a chance because I really like the way that the cloth looks when animated, but I may ditch it all togeather and combine the meshes for hte belt pants and body if it becomes much more of an irritation.

So this still needs alot of work I think. Its currently rigged with FBIK but I still mean to better texture the body and increase its quality with bump maps, rig the face and at least the mouth so that I can later include expression or at least a little mouth movement. For this reason I've kept the poly count on the face and head pretty high. It should be the focus of alot of important shots in the final production so I think I can sacrifice a little more processing to cater to this. I got a bit ahead of myself when did the earlier animations, and although I knew it would happen I had to detach the mesh form the skeleton and didnt bother with plugins to save the skin weights so I'll have to create them again no that I've attached the head. I'll do this next week, after I've messed around with bump maps and decided exactly how much detail I'll include with the mesh.

Heres a link to the Maya Binary with the skeleton included.

2 comments:

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  2. I'll have the shotlist and script hopefully a storyboard to you in the next few days :).

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