Category Archives: Characters
Daren Thatcher
Well here’s a familiar face! At the same time that I was creating textures for Natalia, I was also doing the same for Daren.
The low poly mesh is the same as before, but the textures are updated and a high poly mesh was created. The inclusion of a normal map (which was missing from the Rally Race animation) really helped.
The high poly sculpt in ZBrush, again with overlapping areas lopped off. The diffuse with created with the Polypainting tools.
A texture breakdown, featuring the unwrap from 3ds Max, the diffuse from Polypaint, the projected normal map, and colored specular.
Natalia
Things have been a little quiet around here, I apologize for that. For the past few months I was caught up in Pre-Portfolio, which is arguably one of the more busy and stressful classes we have to take. The bulk of the coursework is (ideally) revisiting all of our past projects and revising them for a final critique which then determines if we are ready to graduate or not. My review went well, so I am now in Portfolio, which still means little “new” work is being done in favor of spending 11 weeks putting together a branding package and a demo reel. But since I have so much work prepared and formatted from Pre-Portfolio, I thought that I would go ahead and dust this blog off and show some older work.
This is Natalia, a character I made in April 2011 for the purposes of animating. Back then she was only a mesh, so the textures are new from Pre-Port.
The new high poly sculpt from ZBrush. I also used ZBrush’s Polypaint to create the diffuse map. I haven’t done a whole lot of actual sculpting in ZBrush, and it’s something I’m looking forward to exploring more once things are a little less hectic. One thing that I’ve found works well for me is to only import parts of the mesh that I need, which is why poor Natalia is seen with only one hand, one eye, etc… I do this for anything that is overlapped in the unwrap, partly to prevent issues when baking the textures, and partly to have even more polygon real estate.
Finally, here is the original animation sequence that Natalia was made for. The objective was to have a character go through a three-part obstacle course that involved a run, a jump, and a climb. Since animation and characters are not my focus, I wanted to make it fun so that I could really put everything into it. So I tried to base each animation in the realm of parkour, and watched plenty of slow-motion footage to get started!


















