Modeling my 2D film character for kicks! No poncho yet, but eventually he’ll get one.
Playing with ZBrush!
He may not look like celery, but his coloring reminded me of such.
ZBrush power, activate! I’d still like to work on him a bit more, as there are some unfinished parts, but here’s a work-in-progress for now!
Yes yes the collarbones/ears are all wonky– I was working mostly on the face. I need to figure out how to put eyeballs in these things 🙂
Happy Indigenous Peoples’ Day! (According to CalArts). Here are some screenshots from a Z-sculpt I made last night (errrr this morning) of my main character, sans eyes and hair. This was somewhat inspired by James Gurney’s visit on Friday– he suggests that if you want to get realistic lighting/foreshortening/etc of a fictitious character, make a Sculpey (or in my case, Z-brush) maquette of them to work off of. It really, REALLY helps!!!!
So I’ve heard so much about Maya’s Blendshapes animation deformer, but never actually tried it out before. Tonight I made a model in Zbrush, saved 3 facial “states” (static, pleased and amazed) and exported them as .obj’s, which I opened in Maya and put together using blend shapes. Not only can you seamlessly morph a chunk of polygons from one state to another, but you can even combine states! Here’s the result.
My Final for 3D Animation class! Made with Maya.