Sunday, November 29, 2020

Pipeline 2 - Jetpack Jones: Clean up and Detailed Eyes

 Clean Up

  To clean up, we need to move some geometry around. The edges running into the eye are starting to twist, meaning we need to bring in a straighter pattern. Although its not ideal to have too much running into the eye, its better then having geometry that is twisted.

Pre-Clean Up

  We add another edge-loop though the middle of the head, and then cut in to the join around the eye with the multi-cut tool. This allowed up to move geometry over and reduce the twisting into the eye.

  We need to removed the star pattern on the nose and bring it downwards so not to interfere with the brow. Selecting the edges of the star, we delete them and redraw them further down. This extra geometry allows a better sculpt to shape the nose.

  For the corner of the mouth, we work on round it round so to reduce any buckling. We want to have the edges run smoothly into the mouth and not have any tramlines into the corner. Doing this will keep the mouth neutral, and won't cause problems with our Blend-Shapes later on.

Cleaning Up the Inside of the Mouth

Finally, I closed the mouth by bringing the edges together whilst using the relax tool one more time around the back of the head.

Post Clean Up




Detailed Eyes

  We need to removed the temporary eye now and add a more detailed 2 part version, which will contain both the Iris/ Pupil and Cornea. Firstly in cleaning up, we have removed the star pattern from the bridge of the nose and brought it up higher around the middle of the forehead. We then used the average vertices tool around the eye area to reduce the overly lumpy forehead. 



  Selecting the eyeball, we add a key frame. The first is where the eye is positioned in the head model, the second is on the grid. This means we can parent our new eye to to the temporary one and position it correctly using animation. Then we place everything else on a layer so we can concentrate on the eye alone.

  Creating a Polygon sphere, we scale up to the same size of our temp eye, making sure that it is rotated the same way. Polygon spheres are not as perfect as Nurb ones, so we may need to scale in Z to make sure it fits right.

  Once we are happy with the pupil placement of the polygon sphere, we duplicate it for our cornea. Turning off the temporary Nurb eyes, we select all the vertices before our indicated edge and push them backwards so they become inverted.

  We want the inversion to be shallow, placing it too deep will cause problems. With this done, we place a edge loop on either side, creating a more solid shape when we press 3. This now give us the pupil outline, removing the history but not the transformations.

  Bringing back our Cornea, we bring in the edge of the pupil so it doesn't poke out. We working on increasing its size a very small amount with the scale, and then place another edge loop to give our crease for the Cornea edge. We bring the eye into the right place with a parent connection and the placed animation.



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