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FMP Project

character model

in zbrush

Download a base character model on daz studio, I’m using 8th gen. Go into zbrush and sculpt it, focusing on modifying the face, I want a more cartoony effect. One level of subdivision to adjust large, three levels of subdivision to adjust details.
Note that even if the face is cartoonish it should follow the base face. Here’s a note documenting the qualities of the key features, the mouth, nose and eyes.

a useful note
blender topology

Go into blender and look at the character wiring, make sure the wiring makes sense after modifying the face so that I can follow up with animation later. Also, perspective is different in zb and blender, I use blender as a baseline and iterate in zb until I’m satisfied.

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group

week30:group

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FMP

FMP Proposal

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REELS Uncategorised

showreel personal work

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Thesis

proposal

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REELS

showreel group work

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personal

week30

render
texture
reference

How to render wireframes:

Maya中渲染线框的几种技巧_哔哩哔哩_bilibili

Use displacement to replace the map and bake the high mold carving details in zb to the low mold in maya:

【arnold渲染教程002置换贴图|Displacement【自制 | 中文】】 https://www.bilibili.com/video/BV12F411z7Rg/?share_source=copy_web&vd_source=583b94cdfcef0f2ffa4cc1912fc663d6

Categories
personal

week29:uv

This time uv I found myself with the problem that I was putting hats and shoes together, clothes and fabrics together, body and hair together, and other objects together. But divided in a uv some material differences are relatively large, especially other objects this one, there are many metal materials, but also pure rough. I will pay attention next time when dividing the uv, first consider the material of each object, and then classify.

Categories
Thesis

week28

Research on the image of Female Characters in Video Game images in the post-feminist era

The historical change of female image in video games is divided into three stages, the major turning point is the fourth wave of feminism. 2012 the fourth wave of feminism spread through social media, also influenced part of the video game development. 1996-1999 female image is mainly realistic, lack of character and ability. 1999-2011 mainly exposed appearance design, weak character and single professional ability.After 2012, female characters gradually have a fuller character and narrative, yet still face the problem of labeled character appearance.
The reasons for the presentation are mainly cultural, online games experience male gender hegemony. Economically, sexy and exposed female images have better profitability.
However this faces a number of problems. It can be a bad guide for teenagers and the super ideal body can be misleading for male women.
In this regard I propose strategies for constructing the image of women in video games. After the influence of the post-feminist movement to eliminate stereotypes, highlight the independence and autonomy of women.

Categories
personal

week28:personal project

Sculpting details in zbrush
First, the subdivision open high (but must retain the low mold), here the clothes I want a tight effect, so the overall will not have a large pleats, but the clothes wrapped edge by the pull will produce a little subtle small pleats.Includes a little crease detail in the bend of the sock.
The cape I expect is a partial leather texture that feels stiffer, so the creases will be large.