Monday, December 21, 2009

Commence the next step!

It's the final stretch! I'm not sure how much I'll be able to get done by the 22nd, but I'll give it my all. Today the focus is on rigging and animating with mocap data. Here's just a taste (a scary, scary taste):I haven't put on her clothes yet, since I want to make sure that her body is sized and rigged to fit the mocap data. Unfortunately, Pengfei, who is helping us put things into OGRE, needs the models by this afternoon. I'm hoping it will be okay if I give him the unclothed version to start off and then hand him the clothed version tomorrow morning. We'll see...

Saturday, December 12, 2009

Step 2 Progress (6)

Texturing is...difficult. :-/

Friday, December 11, 2009

Wednesday, December 9, 2009

Step 2 Progress (3)

I'm not sure how much I'll be able to complete by tonight (I have to go to work today, so that knocks me down 3 hours), but I'll keep doing as much as I can!

Tuesday, December 8, 2009

Step 3 Progress (2)

Here she is with face and hair. By the way, I used this tutorial to help make the hair and this reference image for the facial size and textures. I think she looks much better than before. :-)

Step 3 Progress (1)

Okay, I was out of commission there for a while due to a dead monitor. But I've been able to borrow one and I'm back in business! I met with Anne yesterday and she helped me pin down (tupu pins, ha!) the kind of outfit that an upper-middle class female in Kuzco might have worn. I have run across several issues, though (apart from my dead monitor):
  • Clenching teeth in the original model. I'll try to go in and fix this. I guess I didn't notice them as much when she was blue. While I'm in there, I could try and scale the head to make it more round too...
  • "Swishing" skirts and shawls. The only way to have these cloth pieces move in real-time (inside Ogre) is to use a physics engine. Meaning, I can model them, but if I do, they will not "swish" as the woman walks. So, I think my current plan of attack will be to model the fixed clothing items (belt, headband, pouch tucked in belt, sandals), and then see how much time I have left from there to work with the physics.
  • Potential clipping of polygon meshes, specifically between her hair and her head. When I go to attach the model to a skeleton, I'm guessing the hair is going to have a ridiculous mind of its own and clip through her head in odd ways. Either I can paint waits to try and fix this, or the hair strips could be simulated in real-time with the physics engine (along with the skirt and shawl.
I hope she doesn't look like she's wearing make-up. I actually pulled her eyes right off of an image of a pretty Peruvian woman. :-) Maybe I'll try to lighten the eyelashes a bit.

Friday, December 4, 2009

Step 2 Progress (2)

Haha, just kidding. :-)
The ear sticking out...might not have been such a good idea...(makes her look kind of elfy). But I'll leave it for now. Onto the next step!