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  • yejinkim0924

Week 10

Updated: Nov 15, 2020


Continuing Rigging since from week...

Did some skin weighting fixes:




Then ran into some problems with the face rig (I think it had to do with me applying Delta mush to the body rig)






Final body + face rig


I can transfer my posing from the old rig to my new rig!

(the arm rotations are a little off but I don't mind fixing that)



LOOKDEV/MODELING


The Old fridge took up so much space in the scene and was also kind of an eyesore so we reapproached the design.





Skin Look Dev

look dev from last week:


Skin adjustment


Toggling SSS and messing with Specularity using Blending node in Redshift shaders

** Help from Tash


The heightmap is almost invisible so there will be more work done on adding skin details like pores and lip lines in zbrush


It's starting to feel a little more fleshy but the skin details are still missing.


Hair density multiplier at 10

Hair density multiplier at 20

added weight to transmission


Things to work on:

Eyes feel a bit flat compared to the rest, need more look dev on iris (could add a slight gradient to suggest reflection)

Little clean up needed on the hair



Yeji did some Look dev on the sneakers



She had to fix my UVs to add some minor details and cleanup


(note: I think there could be more texturing on the shoe laces, they look so flat and the brightness/contrast is throwing off the grungy look on the toes/bottom)


SIDE CHARACTER(s):


first pass sculpt on Side Character A: "Monique"

I kept her body proportions close to Min so that I wouldn't have to worry about moving joints when building her rig, and just copy over the skin weights from the original rig.




LIGHTING TEST

Painted colour key

Yeji's lighting test

(note: might be a good idea to organize a reference board when continuing on with the look dev inside of House INT. since there's some confusion and clashing happening with the elements inside the environment.)



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