Tuesday, 30 November 2010

Final Animation

Animation


I started my animation by copying my head 7 times. i then applied the morpher modifier to the main head. i modified the verticies to the different facial positions i required and added them all into the morpher modifier. (see below)

























once i had done this i created a bi-ped to enable the head to move on the sholders of the character. and the hat, eyebrow bar and eyes to move consistantly with the model.







i added the skin modifier to the 5 meshs and the hat eyes and eyebrow bar were set to have 100% influence from the skull bone









the head wasnt quite right tho so i had to go into edit envelope mode and change the vertex infulence. i rotated the envelope towards the chin as i was pointed more at the neck and i scaled the entire thing down. this was perfect and didnt cause any deformations when rotated.




after having problems with the sound file i recorded i managed to get the file into Max. apparently there are more than 1 .wav formats and the only one that soundbooth outputs isnt the correct one. i had to then open the file in audacity and resave as a PCM .wav file.
having the sound file in max helped me to accuratly animate the face to the sound clip.

i also found that the morpher values kept changing once i added a keyframe after the previous.
to save the morpher values like the bi-ped animation, in the keyfilters menu i need to check the modifiers box.

Friday, 22 October 2010

Finished



i added a hat and my eyebrow piercing.

i attempted to use the hair and fur for my hair but for some unknown reason it wouldnt render.




































head pt3 - uvw pt4




this is the model with uvw unwrap









i used this on the model to see where the dips and raised areas were to help with my specular map

head pt 4 - uvw pt3



as i progressed with the texture i noticed that the reference image had a very yellow tint which i couldnt erase changing the hue and tint.

the eyes were one particular area that were affected by this.







also my beard seems very ginger and yellow.













it was very difficult to tell the orientation of the ear in the uvw map so i drew a green line on a trial and error basis to find the correct line.










i then copied my ear from the side refence image and used the warp tool to possition it in the line.









this is the result after adding the texture for the neck and hair.



head pt 4 - uvw pt2




i added a UVW unwrap modifyer above the symetry modifyer, so that i didnt have to do the same thing for the other side of the head.

i selected the other side and pulled it to the right and mirrored it.




i did the same with the ear, and welded the seam down the center of the face.







lastly i made the window size twice as large as it is wide and scaled the face out to fit which helped to visualise the face. this willl make it easier to texture.






i then used the unmodified reference pictures to create the texture. i cut sections out and pasted it into the map picture, then scaled and tried to colour correct the sections.







i built the face up using sections from the other image and the clone stamp tool, and the patch tool to blend the differnt sections


head pt 4 - uvw pt1

i added the unwrap uvw map modifyer. most of it was fine with minimal overlapping faces only around the nose and mouth.
i added a checker pattern to see how the skin would look on the model.

i fixed the nose and mouth using the relax tool. and finished by manually moving vertexs


the checker pattern flows well over the head and sholders.



the "squares" on the nose are very streched but no matter what i did to the mesh in the UVW i couldnt change the size of the rectangle.






this is the model almost ready for texture.