Wednesday, 4 December 2013

Here is a simple mind map that briefly describes my project and things that I've decided to cut. Project scope still remains very challenging and ambitious for a number of reasons. First of all I have other university modules to work on and I can only spend 3 days a week working on this project. Secondly some pipeline steps in my schedule are new to me and I'll have to learn them on the go (number 3;4;6) Finally Katana is quite complicated character to create in 3d and I believe that it is better to concentrate on one character for a better quality.  
I've been working on Katanas 3d model in Zbrush. As you can see on the image below I've been mainly working on her face and head sensors.It is important to make sure that body proportions are correct that's why I've made 3d ruler to help me measure and tweak them. Classical proportions ratio head to body is 7 and 1/2. Katanas boots platforms are sculpted in the base mesh that is why they a lower than the last line/segmentation. All textures are basic and not final at the moment. Also I will leave hair creation part till later and do hardest parts first like mechanical hands. I've researched in to eyes modeling for next gen games and the best tutorial that I found was made by Adam Curtis(image in the end of the post). Katanas Eyes are not textured at the moment but I've made 4 low poly parts that are needed.