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Making of Annie by Florian Falcucci, France Web: www.portfolio-falcucci.com


Posing / Brushing


Ok, I have a good base for the character. Before the posing, I unwrap the UV’s. The body/face is separate from the other elements, same the accessories. As the final is not an animation, I prefer separate the parts to have a best quality of texturing.

uvposing

The setup made on Maya, with an effective script: AbAutorig. It is very easy and the posing is done in one afternoon, with a classic skinning. I break the setup when the posing is definitive, and I refine little parts of modeling.




This character gives me the opportunity to discover ZBrush. I want to give more details on the pants and jacket, and ZBrush is the best solution for give little creases. I don't want a realistic effect but just enough to give more consistency. I export the brushing in a .TIFF file, for using as a displacement map. The maps are in 4096 resolution, and I export the low poly mesh of ZBrush for recover a mesh more suitable for displacement. The modifier "Displace" of Max works perfectly for this job.

posing

Texturing

Now I have the principal elements, I can begin the texturing. Well, the character is not for animation, and I can use big and multiples textures so don't lost the details. I separate the body, the jacket, the pants, the glasses and the others elements, like buttons, pockets or belt. I proceed to a baking of the parts of my character with the "Render to Texture". It is very useful for provide details in the textures. For this, I used the baking of occlusion that I add in my psd files. He gives indications for shadows and distance between elements.

texture

pants texture

jacket texture

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