CG frenzo D:

15 march 2013             CG 225         
Stylised Hair  

method 1 (model with many different polygons ) at least 20 to 30 individual patches
*use cloth simulator to drive movement of the hair


method 2 (model hair out of boxes or polygon ) few basic mesh
*use bone to move the hair


always remember to do the unwrapping at the helmet stage > pre unwraped so do not need to worry about uv :3



METHOD 1
*model around 2 or 3 first then unwrap them to texture  (will inherit uV when duplicated)
1. set up just the head

2. start with simple splineplane *shape it to the shape of the head 
*constructing a basic helmet to cover the head

3. put in a surface modifier
*do not put in too many segments at this point

4. symetry another half *as a copy

* do not try going for realistic hair*

5. number of steps keep around 3~5
  *add edit poly modifyer 
* unwrap uvw modifier

6. relax the uv texture to remove distortion of textures

7. rotate and scale all the uv until it fits in the little square ~ 
(make sure they do not overlap each other

8. convert everything into editable poly

9. apply symmetry modifier

10. select front portion convert to editable poly ( symettry cobined)

11. select small portion of faces detach copy. *adjust individual strips to get the hair

12.add a loop int he middle of the indivudual strips >> move it upwards * make it look round or curved*

 (add more edge loop accross if needed )

13.use shift move to get other pieces and adjust little so it does not look the same.* no need start from scratch

14. create layers of it to show volume.

15, always note where you want your hair to be parted  (the hair usually all originate to 1 point)







METHOD 2
1. start using spline for the helmet of the hair. editable poly + shell modifier

2. split at the edge loops 

3. colapse the hair with shell

4. apply turbosmooth on new editable poly 

5. apply edge loop to hold shapes

6. adjust the shapes of the hair.

(either method also requres alot of effort.) good thing bout method 2 do not have to worry about triangles.

7. champher the edge to get a harder edge.

8.can use cuts and triangles to create shape of hair.
(as long as when turbo smooth it looks fine.)

* get anime figurine look on the hair :) 



NOSTRIL
1/ select faces

2. inset

3. extrude inwards

*can do towards the end

buttons location * place it in the middle of the face so will not clip with the mesh when bending.



EYE lash
1. select edge from side of eye socket .

2. covert to spline

3. connect copy the points and create shape of eye lash

4. convert to editable poly :X

5. turbo smooth and symmetry

*can do towards the end * so that the shape follows

6. extend the end into the interior * allows the eye lashes to be curled ;)


*when modelling hand make sure face ground ( ease the process of rigging and skinning issues)

*have enough subdivisions for the forearm ( enable twisting when rigged)

22 march 2013             CG 225         


UV Unwrapping Character.
*unwrap half the character.

1. apply unwrap modifier. 
*unwrap by breaking into basic components
2. select faces (legs) apply cylindrical mapping
3. rotate the cylinder mapping gismo (hide the sims in places where usually not seen)
4. select faces on body (  planar mapping on Y axis )
5. select half faces of body  *break the UV apart ( get front and back of body)
6. select faces of arm. apply cylinder mapping
7. rotate ill sim goes underneath of arm.
8. hand >> planar mapping *rotate to fit the orientation of the hand. 
  (same method as the body) top and bottom of hand
9.neck > planar mapping ( split into front and back.)

*detach the ears from the face.
10. ears >>> planar mapping * split into front and back.
11. face  >> cylinder mapping. 

12. some uv are inverted *select > select inverted faces  >> flip / mirror them.
13. relax the uv
14. there are some overlapping of UV in the maps >> manually untangle them.
15. face is very tedious. relax in a whole (small parts select by vertices and untangle on its own)
16. stitch the body and neck >> front and back portion ( relax them again after stitching)

* some parts can be stitch some can not be stitched *ears, neck , body 

*if there are distortions hide them at eareas that cant be seen * eg. under arm, back of body.

17. arrange UV in the checkered box.
18. middle line of face ( allighn them into a stragight line )
19. select the other vertices and relax again 

* some times its better to relax portion by portion.


second half of the UV

1. apply uv unwrap modifier after symmetry
2. overlapping UV maps on 1 another * select inverted and mirror flip them
3. stitch the uv's together ( eg: head/ body/ neck / interior of mouth)
4. use material select checkered pattern from mesh. check for distortion * decrease size of the checkers
5. arrange UV maps nicely.


DO NOT TWICK MODEL AFTER UNWRAPPING!!!

*if you want to fiddle with mesh. colapse unwrap midifier into the mesh.(records the unwrap information for the mesh)

*colapse uv unwrap after unwrapping incase of anything

* DO NOT CHANGE THE EDGE LOOP THAT IS USED AS UV SEEMS !!!!!!


Objects that needs to be fully unwrapped.
those that textures are not symmetrical at both sides.

shoe/ boots / glove
( does not have common edge.)
1. have the uv stack 1 on top of another. because it does not matter



*remove interior faces that has been covered by armours / clothings.
*when colapsing modifiers make sure turbo smooth and shell are turned off



EYE balls
1. >> planar unwrap

(easy for texturing)

2. front and back stack together >> don not need to worry be cause its hidden


COmpilling everything 

1. select everything
2. apply uv unwrap.
3. move all the pieces out of the way.
*face should adopt 1/4 of UV space*
4. keep everything packed nicely together
5. arrange from head to toe  * top to bottom * :)

*final texture 2048 by 2048
* end product sueeze everything into 2 make sure as little apes as possible.
* make sure there is enough buffer space between uv
* feet do not need to occupy so much space in the uv Map





5 april 2013             CG 225         



EXPORTING UV FOR TEXTURING !!!!!
1. render uvw on template  > 2048 * 2048

2.save wireframe as tga file

3.import wireframe file into  photoshop.

4. clone whole character in 3ds max attach everything together.
 ( for ambient occlusion later and extra textures)

5. (in photoshop) - wireframe top layer.
 

( colour coded texture map baked in 3ds max > to allow easy selection in photoshop)

(ambient occlussion - multiply with colour + around 15 % fill.

*name your photoshop layers in the way you can understand > alot of layers will be needed for a  full texture

*normal map to giv bummaps > allow additional details that has not been modeled

6. baking mesh fill it with colours / grey

(rendering > render to texture > output path *proj folder scene accets images > selected object setting ( enabled) > padding 3 
> mapping coordinate *use existing channel > element name *diffuse map & ambient occlussion

diffusemap : size - 2048
 *make sure using mental ray

ambient occlussion : size 2048
   make sure second number = 32

*always texture beyond your UV !!!!! 2~ 4 pixels of padding

naming conventions diffuse = _d
specular = _s

* there are areas where anbiet occlussion  are not needed that much. ( make sure it does not break the illussion.)



USING viewport canvas to paint texture (3DS max)
*using viewport to mark out areas to paint 


1. Tools > viewport canvas 

*right click top bar dock to left side

2. click paint > paint on diffuse colour.
* click layer dialog for layer menu

* turn on auto update in photoshop so when texture has been changed in max photoshop are updated
(under preferences


3. mark out parts such as lips > hard to see in wireframe. ( turn on mirroring ) so it paints on both side

4. return to photoshop. smooth out the edge of the colour.

* use this method for eyebrows , lips,


5. little colour on the nose > dark brown low opacity  ( same for cheek.

* texture background make sure its black!!! 

6. continue laying on and twicking in potoshop

*think of texture as make ups



SKIN SHADER
 1. realistic skin has slight luminence to it.

2. material > mental ray > sub surface fast skin

3. appply texture material to the shader

4. by default will get some wax statue look.

SKin component     a. diffuse
               b. epidermal / fats
               c.subdernal / bloodvessels. muscle ,  tissue
              d.;back scatter >> rim light behind .. ( usual for ear . tip of nose , end of chin)

exm : 2 diffuse 3 epi 5 sub. all must add up to 10



Specular map for skin

1. areas to be shiny and oily portion of face > nose , near eye socket , cheek 

2. shade them with lighter tones 

* lighter = shinier

scatter radious 
*use radious to control how far light penetrate into skin.



normal map and bum map.  

A. normal map 

method 1
1. get a texture > convert into gray scale.
2. desaturate .
(nvdia photoshop plugin >>> google search + download)

3.filter > nvdia tools > ok 
( looks blueish purplish.)

4. apply bum channel > normal bum > choose texture > on gamma override



bum map > select image > amount  maximum 30 !!!!

( bum map appears very pixalated )

colour specular >>> when colour reflection.



Put 2 image side by side to compare which one is better.



SHADER FOR EYEBALL

1. make sure normals are not pointing the wrong direction !
* side view the bump of the eyeball does not look transparent !!!
(do not use thin geometry glass !!!)
( use solid geometry glass!!!!) 

make sure set colour to pure whiTE!!!!! if not will have bluish tint.

* always check wether the normals are facing the correct direction ! *check using render
* do not test render just from the front view

2. abit of highlight betweeen lower eyelid and eyeball * accumulation of tears*
*turn on rounded corners for glass shader of outer portion of eyeball !!


ENJOY :)



before rigging

1. make sure everything has peviot to the center of the world


2. everything that will be skinned must be peviot to center of world. except hair , eye, teeth.


* any mistakes will cause problems in rendering.

move - 0 rotate - 0 scale - 100

3.skin modifier add below shell and turbosmooth. *can delete shell and turbo smooth first


4. rig stored on another layer


5. turn on see through and turn off show frozen in grey!

*freeze character to not accidentaly select character

6.create bipad layer.


7. create bipad as closely to your character * look at pelvic area makesure its located correctly


8. go to motion panel> figure mode.

* to animate must remove figure mode*

9. reposition pelvic joint around center of pelvic of character. ( roughly will do )



10. open up structure tab.

- 3 spine would be good enough ( depends on character)

- 5 fingers & 3 joint


- 1 joint for toe if character is wearing shoe. * does not need to be so flexible.


- turn on knuckles to allow flex on the palm. 


11. twist links. * needed for fore arm and upper arm.


*2 ~ 3 bones to control the upper arm.

 extra joints will me controled by middle upper arm joint and wrist.

upper arm 3 forearm 3 thigh 2 calf 2


* extras. for armour if needed eg. cape, shoulder pad etc etc.


12. position bone to fit character. * size of bone does not matter. 


( make sure peviot point is where it is suppose to be so that it deforms nicely )


13. hide bone on left side of characters. just work on right side.


*bipad bone is ok to be scaled. to stretch.


* make sure the peviot point is centered to the mesh.


14. make sure rotation of foot follows.


15.fix spinal joints

* points to look out for ( character with huge belt - affects twhere the spinal joint to be placed )

* make sure bones are quite clear from each other and not intercepting.

* do not make the bone botn in the middle of the belt

* have 1 and only 1 bone at rib cage area. rib cage does not bend!!!!!!!!!


( pg up and pg down to go up and down hirachi


16. position clavicle bone. angled upwards + further forward of the chest.


17. head of humerous so that it is at center of shoulder. * move clavicle bone to adjust it.


18. position the wrist bone. 


* use scale tool to readjust the length of the arm joints.


19. angle the finger joints. make sure peviot of thumb joint is at wrist. * spend time to correctly angle the thumb.


(scale and rotate other joints to other fingers too.)


20. neck bone move to position the neck bone. middle of neck


21.make sure head peviot point is around the end of the jaw.


22. position the bone for the pony tail.


23. unhide the other half of the bone.


24. under copy paste . select joints on right of character ( hand and lengs ) then past to opposite side of character.




SKINNING PROcESS


* only need to adjust the vertices that lie between 2 bones !!! only areas that bends :D


1. unfreeze and select character 


2. add skin modifier


3. click on add and add in the bones needed . do not add nub  and big 001


4. advance perimeters . bone affect limit > 4!


5. test motion  * save default post as fig file.


6. select everything * key tools > press red button.


7. make character do key pose every 5 frames.



*part by part of the body forward and backwards.



8. select vertices and joint + weight tool.


9. make sure got nice joint deformation !


* do not spend too much time trying not to get the vertex to click into one another . just get strong bend at knee and elbow :D




min requirement *8 sec turntable
size : 1280 x 720

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