week 13 : wednesday

This week I’ve been hard at work baking out normal, occlusion and cavity maps. I started out in Maya, but soon decided to give xNormal a try. It worked out very good and I had no problems. Well I have one slight problem to solve still and that’s the characters lips which I still haven’t managed to bake good normals from.
Some map examples.
char_maps.jpg

After that I rigged and skinned the character in Maya, and started posing her. Skinning was a pain but I managed to sort it out in the end. Some joints were problematic and bent ugly but all in all I’m quite happy with the result. To get the clothes in place I made them nCloth and run a quick simulation to let them “fall” into place, I then tweaked some vertices if needed.
Front and back shot, she’s currently at 7214 tris together with the staff/mace. But I’m going to add jewelry and other small stuff to her so I will probably end up at 8000 tris at max, which sounds just about right.
char_wireframe.jpg

Here’s a turnaround with normal and occlusion map.

click here for twice the size…

Next: Texturing…

 

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