Thursday, 18 March 2010

Finnal Submision - Study Topology

Face topology. 

Face is one of key aspect of creating character. By hosing right face for your character u can change its mood, character, type and how it's going to be seen by different people. However just because it looks different it doesn't mean it has to have different topology. Topology it's the base of the face which we can't see in game.  We can see face during game play but not the actual wire and how it's made.

First of all in order to model a face we need a pictures of the person we want to make or the blueprints. Once we got it loaded in our soft it's time to model, since pictures are perspective mode we should also model from perspective mode with same fov as the pictures were taken. One tip is to create camera for each view, thanks to that we don't have to move our perspective camera all the time. Modelling a face it's pretty simple in now days, you can start from sphere in zbrush or mudbox make few subdivisions model face as you go and at the end just retop the geometry to be right for animation and in general.

The retopology, or main topology is the most important thing in this process. It's not how the face does looks like but how its build. For example good topology it's like building with concert fundaments, bad topology it's when we have concert building with wooden fundaments. There is one simple rule in order to create right topology, it's to keep your wire in circle movement. Meaning circling wire around mouth, nose, eyes, entire face from forehead to chin. For example I put some pictures below of it, these are my old and new models that I have worked on.

 

All these models above are based on one topology. Once you get it right you can make them look as weird as you want and only your skill is limiting you in tems of creating a face exprestion for right character.  However I also put there one face that its not finish completly there fore I will need to do some topology adjustments to be fully ready. As you can see my last face of a devil its not properly created around horns. Wire is going straight up ignoring horns. It should go around it just like it happen in other parts of a face.

I have did little face map in order to show what I mean by round lines


The image above its showing us how the topology works for each part of face. By creating round wire around mouth we can then open and close the mouth, but also create some wrinkles while we are opening mouth on old characters and accurate skin movement. Same goes for eyes and chicks. When you open yor mouth yo move skin from all around face even from ur chicks and around ears bit. Its not too visible but its happening. The picture below its showing that same thing but from side view. 


The reason why we want to have round topolgy its animation of course. Once everything its loopable and easy adjustable we can open our month close do anything. The wire can then be rigged to react as  real skin from human face which add more realism and make it easier to do. For example if we had boxy wire just like the one below.  

 

We would run in to a lot of problems because nothing is round there fore in order to open mouth or to do anything would be very hard to rig and animate. Also skin could form incorectly creating bugs and more.  Below I put this picture again with some correction that would give us some idea on to how it should looks like in critical areas in order to make it easier in animation and late work.


A,B,C should be rounded.

D is different situation. Some strong heavy characters that are ment to give us feeling that our haracter is unstopable have usually round face, sometimes called ''earth''. Example of that we can see in Gear of War where our character is really big and because of that we can see on his face from mid nose, over chicks to chin he has wrinkles. Lines like that but corrected so they go under the chin would make it possible to do and later rig properly.


For example person above its main character from Gear of War. Thanks to his fat ''earth'' face playing this characters its simply pleasure. Its big body and strong face make it perfect for this game. Loads of great faces we can see in WWE where wreslers are really working on their face expresion.

I also marked there few things. The red lines are symboling wrinkles which we could make from the model above (blue one) and the blue lines are showing us type of face, its got very straight design quite boxy which give us the right feeling.  Also thanks to round wire we almost always have wire and enought polygnd to add detail where we need it. For example eye, forhead, and chicks usually in old age or after some damage would have loads of wrinkles, little details or scars. Thanks to making everything round we can add a lot of details and then use normal map to represent it and it will look good since the topology is correct. However sometimes our characters are bick ''wicked'' like the devil above, there we have to strugle and fight throught wire in order to get it right, but by holding to standard round wire method everything should be fine.

Of course in character designs we have more face types than just this one. For example lets take spider man boy. His face is slim, you almost can see bones going out from under his skin. Which make its good choice for that kind of characters because its a fast dramatic person.

Retopology in now days its still most important feature but also one of easiest think to do. Once we  create high detail model we can then retop it to add more wire/polys where we have more details, its just fun.

Zbrush - James - Finnal Model

Heya

So here we are. 19/03/2010 my deadline day haa! Well big moment time to hand over my work and see how much I'm worth hehe :) Few screens below showing the model.

Zbrush - Tips tricks - what anoy me...

Heya

Well another little update, Not much of work since its almost done. But I think its just worth mentioning that Layer System in Zbrush is a bit annoying... Basically what its happening:

1. Layer Base model
2. Lets say Hair detail Only
3. Face detail Only

And the problem is that Zbrush is picking up object shape from previous stage. Which is stage 2 giving us 3+2... Kinda. What its happening then if we want to have only stage 3 Layout we cant have it because its gona have included Stage 2 since it was active.

Wish we could just pick from what were sculpting instead of that bah!

GOZ for Zbrush GOMax edition !

Wopi ! It looks like we get loads of free stuff from Pixologic, and if that was not enought we get more free stuff from comunity !

Norman3D with friends made great script for us Max users allowing us to take our work from zbrush to max and backwards by just clicking 1 button ! Isnt that just great! :)

Link ^^: http://www.zbrushcentral.com/showpost.php?p=668662&postcount=344

Zbrush - Scupling from sphere

Heya


So I have few days ago this little video as an example of sculpting  on a model without good wire. In this case sphere or the other one more ''square wire''(cant remember).


Video is showing the entire process of sculpting some concept head. I did it on the go so it might look a bit ''off''. Main reason why I did it is to show the key parts of the face that I mention in previous posts. I was trying to show mainly the ''arrow'' nose and those strong chicks that would create shadow under the face. I didn't focus too much on the lips nor ears since the wire its a bit ''messy'' and I would do them once I do retop, to make it easy. 

I also had another video that would show, retoping part. All the painting wire and then going through entire face to get the model. However Zbrush crashed and I lost it. 

In this video I mostly used:

Move tool

Standard tool

Clay tool

I find them one of the best tools to work with in case of human sculpture. 


Few user full thing I learn from zbrush is that not all zbrush and functions work with perspective. For example Retop process need to be don't in Orthographic mode,  also masking and texturing requite it too in some cases. 

Enjoy the vid!




It looks like we cant resize and make it full screen on blogspot... I'll reupload next vids on youtube then.

Little new from Pixologic ! Finnaly UVW mapping for ZBRUSH!

Thats it ! Pixologic has finally make a plug-in for zbrusk that allow us to create INSTANTLY perfect UVW maps that are just mind blowing. I try it for 10 mins and what took me hours in max and was not perfect, took me only ... 5 SECONDS in zbrush and it looks amazing. Yea we can argue that UVW its a bit stretched here and there but hey, no seams - 5 sec work, normal UVW to work in photoshop. Amazing piece of work

Love u Pixologic for this FREEE plugin !! :) 

Link ^^ : http://www.zbrushcentral.com/showthread.php?t=082643

Face Topology - Study James face and in general

In this part you can find my second part of face study. This time I have focus a bit on a side view of the face. 

The image below is showing us almost all the key points of the face that we need to take under consideration during the face modelling.  Again its same rule as with the front, its their size and shape that control the face. The wire can be always that same.

 

The red colour, dark blue and light green stands for face shape, and forehead profile. We can have either straight forehead or a  little bit ''bumpy'' around eyes just like Red line show. Also we can have either smooth corner of face which stared on the corner of eyes and eyebrows. In Uncharted 2 from previous post our friend main character from game had these corners quite strong and visible. It's easy to spot them with right lighting.

The white lines that I draw next to face on left are for nose study. We can have quite a lot of different variations of noses to be honest. Either straight, or a little bumpy in the middle or spherical at the end, They all could find one type of character so there's not much of rules there.

However I find out that when we are creating characters with skinny chicks and strong face structure it's the side profile that we can edit the chicks and create that shadow area, in sky-blue colour place which create that sharp dramatic face.

And again the wire for this model will work that same for any other model that we can create as long as its round and without bigger bugs or triangles. Its quite crucial to keep our wire without triangles or any other shapes than quads. Its because of the subdivision tools that need perfect quads to work great.