![]() Also I learned how to work with the Projection Master. Unwrapping was tested in Zbrush with the UV Master, a quick and easy method of unwrapping, and in 3DsMax by trying out both the Quick Peel method and the Pelt Map method.įor polypainting it was again reviewing my existing workflow to heighten the realism. Sculpting research revolved a lot around speeding up my workflow and working on realism.įibermesh was completely new and required a lot of tutorials to learn how to mask properly, what the different options do and which Grooming Brush to use when. A last test for geometry based morhping was performed in Maya with Blendshapes. ![]() Geometry based morphing was tested is Zbrush with both the Record Undo History option, which gave you no control over camera movement, and the TimeSlider which functioned a lot like any other animation method, adding keyframes for camera and so on. This gave an ok result for renders in the same angle but an unrealistic result for renders in different angles. ![]() Images based morhping in Adobe After Effect, using preliminary ‘final’ renders and, with the liquify tool, morphed them into each other. In this video you can see parts of the research I did for this graduation work project. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
January 2023
Categories |