Summer Directed Study - Week 4

Directed Study - Session 7

I finished posing my Gecko. The following screen shots are actually from just before I finished the posing fully. The grey pieces of the ridge down the Gecko's back and the "bristles" of the paintbrush are still not fixed in these images, but they were fixed within an hour or two of the file from which I took these screen shots being saved. The colors were basically a system of organization that I was using to denote my posing progress. The code was really quite simple: if the panel was colored, it had been properly posed. If it wasn't colored, it either needed no adjustment or was still waiting to be adjusted.

The ridge and the bristles were fixed by the time that I made this turntable as a placeholder image in my demo reel for one of the classes that I'm currently taking: 

  As I explained in my previous blog post, I posed the Gecko with a series of smooth-bound rigs in Maya, but I fixed any areas where the resultant geometry  panels were penetrating each other using the move brush in ZBrush. It was the latter step that I completed this week.

Directed Study - Session 8

I lost all of my Gecko's UVs.

Luckily, this wasn't as big of a disaster as it sounds: I was able to recover them. It was a tedious, time consuming process to do so, but not nearly as time consuming as having to re-UV everything. The Gecko and his base together have 115 pieces. It would have taken me a couple of days worth of work to build all of those UVs over again. Instead, it only took a couple of hours to transfer the UVs piece by piece from the last version of the Gecko that was not-quite-fully-posed in Maya to the fully posed OBJs that I pulled out of ZBRush.

I learned something new about ZBrush this week: It deletes your UVs when you merge and split subtools. I was not aware of this. I've combined and separated meshes without any ill effects in Maya so often that I never even suspected it could be a problem in ZBrush. Apparently, it's a big problem - assuming, of course, that you care about UVs.

I do care. I care very much.

As I stated, however, I was at least able to recover them thanks to a script that my roommate has for Maya. I will be obtaining this script from her for future use very shortly. In the meantime, she let me use her computer to transfer all of the UVs back onto my posed Gecko. Then I had to go through all of the UVs and unfold them to account for any stretching that the pieces endured during the posing process. This is the step that I had been intending to complete when I first discovered that the UVs were missing: it wasn't an extra step to go through because they were lost. I was actually surprised by how long this step took. Relaxing and unfolding UVs sounds so easy, but I guess doing anything 230 times (115 objects x2 UV shells each) won't be the quickest of propositions. I also spent a good chunk of time arranging the UV shells in the UV space so that when I eventually get around to texturing the Gecko (which is not part of my thesis, but is still something that I hope to do eventually) I will easily be able to tell from the UV snapshot which pieces are which:

I then spent some time exporting the UVed pieces of the Gecko and base in very small groups as OBJs so that I can have multiple subtools in ZBrush without threatening my UVs. I can work on even overlapping panels on the same subtool individually using polygroups, but I still don't want too many panels on the same subtool, so I had to create quite a large number of OBJs.

Basically, most of the work that I got done this week was tedious and time consuming technical tasks that I don't have a whole lot of visual progress to show for, but which needed to be done, regardless.

I did begin sculpting finally, but just barely. Can you see it in the image below?

I didn't think so.

How about now?

These are two of the three sculpting techniques that I tried. The left one was completed using only the hPolish brush in ZBrush. The right one was completed with a combination of hPolish and Blob set to scatter. I like the right one. The left image is the progress that I showed in my GDS class. Then my GDS instructor mentioned how the hammer used in shaping sheet metal would create dings and rough up the surface of the metal significantly. He suggested trying to rough the surface up in Maya by selecting random pixels to move to break up the smooth surfaces. He suggested that it might be faster than ZBrush sculpting and the eventual normal map creation to show off the ZBrush sculpting in another rendering program and all of that. He may be right, but I really wasn't happy at all with my experiment with the method that he suggested. So I settled on ZBrush. His suggestions did make me realize, however, that even with the polishing the ZBrush version was a little too perfect still. It needed to be a little more banged up. That's when I brought in the Blob brush. It creates some nice random dings in the surface. I polish some of them back down, and others I leave as they are. I don't spend too much time on any one section: it's supposed to be random and imperfect. I think that this method of working is serving me well, and will give me the look that I want for the piece overall. Now I just need to roll with it and get to work.

Summer Directed Study - Week 3

Directed Study - Session 5

My Gecko's UVs are done. I still have some UVs to create for the base, but the creature itself is done:

 And these are all of the pieces:

It was a lot of work.

Altogether the Gecko model is made up of 98 individual pieces. Luckily, I didn't have to UV each and every one of those pieces because the Gecko was still in a neutral, symmetrical pose; I was therefore able to UV all of the pieces along the center and on one side, then duplicate the UVed pieces that repeat from one side to the other. I think that I probably ended up UVing about three-quarters of the Gecko because so many of its pieces are along the center line, but not having to UV that 1/4 was worth it, especially since my Maya likes to crash when the UV texture editor is open for some reason. UVing is therefore always a tedious, nerve-wracking process for me. I save often lest the program crashes and I lose all of the work that I just did.

  I learned a couple of things about my Gecko while UVing:

First and foremost: he was going to deform a lot more than I had anticipated during posing. UVing allowed me to study his structure again, which I hadn't really looked at since I built him at the beginning of the year. I built him with lots of bent joints intentionally so that things wouldn't have to change position too much when I posed him. This was a good move, I believe, but still not as effective as I thought it might be. His neck had to bend so that he's looking forward rather than at the sky. One of his arms had to pull back significantly at the shoulder. His hands and feet were built with palms facing each other and soles facing each other: they all needed to rotate ninety degrees. There were a lot of little things like that. I had been planning to rig the Gecko in Maya by parenting his pieces to joints to pose him because I didn't think that he'd need to deform much, but, clearly, I was wrong. I decided to try ZBrush's Transpose Master instead of Maya for posing.

The second thing that I discovered was that I hated the way that I'd built the Gecko's tail. It was messy. The geometry wasn't performing the way that I wanted it to. It had lost the sharp edges that it was supposed to have to denote the cut ends of the sheet metal. I just wasn't happy with it. So, I deleted half of the tail's geometry and rebuilt it in Maya. It took quite a while because the only way that I could see to do it involved a lot of pixel-pushing, but it was worth it. I'm much happier with it now.

After completing the Gecko's UVs and the rebuild of the tail, I decided to take a break from UVing the base and put the Gecko into ZBrush to test his polygroups and begin to pose him. I figured that since the base doesn't change at all in the posing, I can UV it anytime before I actually begin sculpting. This is as far as I got:

I fixed the interpenetrating pieces in the Gecko's face again before I started posing (which is the work that I had somehow lost around the time of my last blog entry), because I was certain that it would be easier to do with symmetry still in play. I didn't expect his face to deform too much in the posing, so I thought that I would save myself some work by fixing these details before sculpting. I didn't bother too much with the rest of the body because I knew it would deform enough in posing that I'd just have to fix it again later.

Directed Study - Session 6

It was a good thing that I didn't get very far into my ZBRush posing, because I learned a much better way to pose my Gecko in my next GDS class: a skeleton joint rig with a smooth bind to his "skin" (metal plates).

I kept the pieces of the rig separate so that I would have better control over the points where the limbs met the main body. As such, I had one rig that served as the spine smooth-bound to all of the pieces of the Gecko's head, neck, back, abdomen, and tail. I had another rig smooth-bound to each of his arms, and another smooth-bound to each of his legs. (Five rigs in total.) I had to amend the rigs and start the posing over a number of times as I came to better understand how the rigs deformed, but the image above was the final set-up that I ended up using. Then it was just a matter of matching him up to the image planes showing his character design as best I could. This was the result:

I made one change from the Gecko's original character design: I wrapped his tail around the front of the hammer rather than the back. The tail seemed to follow the flow of the spine better that way, as well as providing some extra ballast, rather than having all of his weight on the far side of the hammer. 

Next, I'll fix the places where the plates are cutting into each other using the move brush in ZBrush. Then I'll begin sculpting.