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Week 1: Quad Draw

Ms. Nilly Brook

Overview 

This week the lesson was the beginning of the preparation of the assessment model, The lesson covered the essential shortcuts in Maya. The first lesson covered face topology using Quad Draw (Maya).  Mouth Drawing, eye loops and the entire face, using the sculpt tools (Maya Shelf).

facecolour.png

 

Quad Draw exercise -  Venetian Mask

1. After Quad Draw a face, the sculpt tool and then changed the Pullbrush size

1. After Quad Draw a face, athe sculpt tool and changed the Pullbrush size.png

1a. And or B+LMC to min or max it

1a. And or B+LMC to min or max it.png

2. Centering the vertices to the center of the Grid before mirroring across the world Mode, it can be Mirrored in Local mode but it makes more sense in the WorldMode.

2. Centering the vertices to the center of the Grid before merroring across the world Mode

2a.

2b.

2b.png

3. Snap the model and translate control to the Grid pressing D, moving the Translate X to the Grid, and press D again.

4. Mirroring the X values to the -X of the mesh. 

5. Mirroring the full face and saving the half face 

5a.

5a..png

6. Poly reduction in Mesh-Reduce

6. Poly reduction in Mesh-Reduce.png

6a.

6a..png

7. Modeling and adding loops...

7. Modeling and adding loops.png

9. working in progress - Not the results it should be... (Theater Mask)

8.png

References

tumblr_inline_p7yu6kRxVN1se0g5i_250.jpg

Ancient Greek - The Warrior Mask

Tragic_comic_masks_-_roman_mosaic.jpg

Tragic Comic Masks Hadrian's Villa mosaic

95874-200x299r1-Greek_mask.jfif

Masks used in ancient Greek theater were stylized to project a character's emotions.

Week 2: Retopologise ZBrush

Ms. Nilly Brook

Overview 

This week the lesson covered topology and the creation techniques using ZModeller and Zsphere Retopologise. It was used 

 

Exercise 1 - DemoAnimeHead rebuild the face topology using ZSpheres> Rigging>Topology>Adaptive skin

1.png
2.png

 

Exercise 2 - DemoAnimeHead rebuilding part of the head using the ZModeller approach. 

4.png

Week 3: Hard Surface Modelling - ZBrush

Ms. Nilly Brook

Overview 

This week the lesson covered hard surface modeling and building armour

 

Exercise 1 - Working with Hard Surface Modelling in ZBrush (Chopping Tools).

1 Working with Hard Surface Modelling in ZBrush (Chopping Tools) .png

 

2. Start with a Sphere.

2. Start with a Sphere.png

 

3. Divide up and DelLower as the ChoppingTools do not work in Subdivisions. 

 

4. Ctrl+alt to select BRadius.

4. Ctrl+alt to select BRadius.png

 

5. Selecting the TrimCurveTool BTM, Ctrl+Shift+RMS Cut it up to the desired point where the curve should start, then Tab+Alt performing the curve cut.  

5. Selecting the TrimCurveTool BTM, Ctrl+Shift+RMS Cut it up to the desire point where the

 

5a.

5a..png

 

6. In Subtool, Split, and SplitToParts. 

6. In Subtool, Split,and SplitToParts. .png

 

6a. W to move it to the desired position.

6a. W to meve it to the desired position.png

 

6b.

6b..png

 

7. BSI to select the SliceCurve Tool, Select Polyf or Shift+F, in Polygroups select AutoGroups, then Ctrl+Shifit to draw the line desired, Spacebar to positioning.

 

8. Then SmoothBrush to smooth the lines.

8. Then SmoothBrush to smooth the lines.png

 

9. Ctrl+Space to turn the BRadious back...

9. Ctrl+Space to turn the BRadious back....png

 

9a. Bcc to active the ClipCurve and Shift+Ctrl cuting the meshe in the desired area.

9a. Bcc to active the ClipCurve and Shift+Ctrl cuting the meshe in the desired area..png

 

10. Merged the Subtools, Using maks and Alph to make the Star. 

10. Merged the Subtools, Using maks and Alph to make the Star. .png

 

11. Side Detail, used maks and then in Subtool Extract, creating a Subtool and then TrimBrush and TrimCourve Brush and moved it around. . . 

11. Side Detail, used maks and then in Subtool Extract, creating a Subtool and then TrimBr

 

12. Satelite antenna detail made in append, adding spheres, scaling, duplicating, masking, and moving. Merging it all at the end.

12. Satelite antenna detail made in append, adding sphares, sacaling, duplicating, maskinm

 

13. Getting out of Zbrush, DyneMeshed,Zremeshed, Then go to ZPlugin, UVMaster and then Unrap

 

13a...Morph UV to check the final UVMap.

 

14. Bringing the object to SubstancePainter.

14. Bringing the object to SubstancePainter .png

 

14a. BakeMeshMaps.

 

15. Texturing and testing!!

15.png

 

16. Texturing and testing!!

16.png

 

17. Texturing and testing!!

17.png

 

17a. Texturing and testing!!

17a..png

 

18. File, ExportingTextures, in the ExportingTextures Settings pick ArnoldAiStandart

18. File, ExportingTextures, in the ExportingTextures Settings pick ArnoldAiStandart(.png

 

19. Imported the Model (obj) to Maya, scaled it up.

19. Imported the Model (obj) to Maya, scaled it up..png

 

19. Imported the Model (obj) to Maya, scaled it up.

19. Imported the Model (obj) to Maya, scaled it up..png

 

Final 1...

1.png
3.png
2.png
4.png

Week 4: HumanIK in Maya. SImple Rig

Ms. Nilly Brook

Overview 

This week the lesson covered how to apply the processed data of human movements performed in specific positions sequences in the set environment., called Motion Capture (Mo-cap and or Mocap)

 

Exercise 1 

 

1. ImportCharacter, open the QuickRig, StepByStep, Click the Top +Sign, Select the entire mesh, Step 1)Geometry Click + Sign 2)Guides Select PolygonSoup & CreateUpdate, and then with the translate tool move the joints to the right place...

 

2. Replacing left joints at the right place and then Mirroring Left to Right in 3)UserAdjustmentOfGuides and then 4)SkeletonAndRigGeneration choose SkeletonOnly.

2.Replacing left joints at the right place and then Mirrorring Left to Right in 3)UserAdju

 

2a. After creating an update the character rig appears.

2a. After createUpdate the charcter rig is appeares.Screenshot 2022-03-15 09-14-28.png

 

3. Step 5)Skinning CreateUpdate.

3. 5)Skinning CreateUpdate.png

3a. In Definition the character is skinned.

3a. In Definition the character is skinned.png

4. Character renamed as Skeleton.

4. Character renamed as Skeleton.png

5. Deleting the selected files.

5. Deleting the selected files.png

5a. Deleting the selected files.

5a. Deleting the selected files.png

5b. Deleting the selected files.

5b. Deleting the selected files.png

5c. Deleting the selected files.

5c. Deleting the selected files.png

6. MoveTool selected, click on the rips of the mesh then go to Select, Hierarchy, in ChannelBox with the Rotate Values selected type 0 on RotateZ, and again the same process type 90 on RotateX.

7. Creating the Character Definition.

7a.

7a.png

7b.

7b.png

7c.

7c.png

8.

9. Fished and rendered.

Skelecton_Mopcap_01_1_0100.gif
Skelecton_MopcapNilly try_01_1_0347.gif

Third completed - The exercise below I also applied one of our MotionCapture on the skeleton once again. 

 

Skeleton_Mocap_CharacterShotChest_FallFloor_01_1_0040.gif
Rodrigo_10_CharacterBulletChest_FallFloor.gif

Under the coordination of Angus and James, our group experienced how to capture human motion, using the MotionCapture Suit. The idea in this day was just to capture the movements and not the visual appearance. 

Below are the movements created by or group. Arash, Rocco, and I.

 

Rodrigo_03_SoldierSalut_Marching_1.gif
Rodrigo_14_Lifting_SingleHeaveObject.gif
Rodrigo_13_Lifting_GymHeaveBar.fbx_1.gif
Rodrigo_12_CharacterBulletShot_Back2.gif
Rodrigo_11_CharacterBulletShot_Back1.gif
Rodrigo_07_CharacterCapueiraBrazil_HeadStanding_.gif
11a Rodrigo_11_CharacterBulletShot_Back1.gif
Rodrigo_09_CharacterBulletChest_FallChair_02.gif
Rodrigo_08_CharacterBulletChest_FallFloor_01_1.gif

Week 5: Substance Painter Workshop

Ms. Jay Won Shin

Overview 

This week the lesson covered ...

 

Exercise 1 - Working with ...

7c.

Screenshot 2022-03-16 08-21-26.png
OilCan_02.jpg
OilCan_01.jpg

Week 6: ZBrush to Maya Pipeline- Recap

Ms. Nilly Brook

1. After texturing mesh from Zbrush complimentary sculpture,  using different brushes  ZPlugin,WorkOnClone...

1. ZPlugin,WorkOnClone.png

1a.

1a. .png

2. Unwrap

2.Unwrap.png

3. Flatten and Unflatten it to see and unsee the UV.

3 Flatten and Unflatten it to see and unsee the UV .png
3.a. Screenshot 2022-03-29 08-23-57 (2).png

4. Copy the UVs.

4. Copy the UVs.png

5. Set Original male model.

5. Set Original male model.png

6. Paste the Uv.

6. Paste the Uv..png

7. It can be checked in Texture Map but It will be done in other way at the Zplugin.

7. It can be checked in Texture Map but It will be done in other way at the Zplugin..png

8. Zplugin, Turn on Dispplacement, TexturesFromPolypaints and ExportMesh. Tehn in ExportOptions Mid default 0.5 to 0, select 32Bit and exr,then Create alMaps

8. Zplugin, Turn on Dispplacement, TexturesFromPolypaints and ExportMesh. Tehn in ExportOp

9. Importe Obj Male Character to Maya 

9. Importe Obj Male Character to Maya .png

10. Check my UV in the top workSpave. bringing the UVEditor

10. Check my UV in the top workSpave. bringing the UVEditor.png

10a. SSelecting the Mesh to see the UV.

10a. SSelecting the Mesh to see the UV..png

11. Apply material,Lambert

11. Apply material,Lambert.png

11a Then File.

11a Then File.png

11b. in the folder go to import the Tif file.

11b. in the folder go to import the Tif file.png
11c..png
11d..png
WhatsApp Image 2022-03-29 at 11.16.02 AM.jpeg
1.jpg
5.jpg
2.jpg
3.jpg
4.jpg

assignment 01: Motion Capture preparation - Character Development 

Ms. Nilly Brook

05.jpg
03.jpg
02.jpg
01.jpg
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assignment 02

Ms. Nilly Brook

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