Week 1
![7.PNG](https://static.wixstatic.com/media/259b65_429bbb69cec84890938ac6c698a9cf88~mv2.png/v1/fill/w_544,h_292,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/7_PNG.png)
First week we investigate retopology using Quad Draw Tool. This offers a streamlined, one-tool workflow for retopologizing meshes. Manual way of retopology process gives clean meshes while preserving the shape of reference surface.
The main menu bar, by selecting Mesh Tools > Quad Draw (to open the marking menu, Shift + right-click in the scene).
![sss.PNG](https://static.wixstatic.com/media/259b65_dd557d3624384ec5bee5a6871e9ee700~mv2.png/v1/fill/w_792,h_421,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/sss_PNG.png)
![111.PNG](https://static.wixstatic.com/media/259b65_fa392a5c887d4fb3821e9d819a4f0515~mv2.png/v1/fill/w_731,h_402,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/111_PNG.png)
For homework I modeled simple low poly helmet. By bringing sphere delete half of the faces vertically. Then extrude bottom edges to create helmet shape. Next bu using boolean method I created eye holes
![eeee.PNG](https://static.wixstatic.com/media/259b65_1b9b1d2779e246c9a52022f5a5db572b~mv2.png/v1/fill/w_73,h_52,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/eeee_PNG.png)
Before saving as FBX I created UV in the UV Editor by choosing edit ->auto. After that I saved all selections as FBX and opened in Substance Painter.
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Next step was to loaded FBX from Maya. Change shaders in top corner change to Alpha Blending. Then textures settings->bake maps, choose output size and bake textures.
![sssss.PNG](https://static.wixstatic.com/media/259b65_61f796aa31e14f31b84a481901cb3e91~mv2.png/v1/fill/w_48,h_26,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/sssss_PNG.png)
Final Render.
![rrr.jpg](https://static.wixstatic.com/media/259b65_4e85e54932d34430afd5bd6634ca20f4~mv2.jpg/v1/fill/w_144,h_73,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/rrr.jpg)
Inspirations and reference.
![alexander-koreshkov-athlete-droid-head.jpg](https://static.wixstatic.com/media/259b65_bcaafb0814c944088cdedbaff33c195f~mv2.jpg/v1/fill/w_100,h_73,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/alexander-koreshkov-athlete-droid-head.jpg)
![alexander-koreshkov-droid-side.jpg](https://static.wixstatic.com/media/259b65_de1aab9a955c4223890a32f84e5aaa87~mv2.jpg/v1/fill/w_96,h_110,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/alexander-koreshkov-droid-side.jpg)
![alexander-koreshkov-athlete-droid-1-4a.jpg](https://static.wixstatic.com/media/259b65_f7729f1352eb4dddbbfe94947b6b4d56~mv2.jpg/v1/fill/w_98,h_71,al_c,q_80,usm_0.66_1.00_0.01,blur_2,enc_auto/alexander-koreshkov-athlete-droid-1-4a.jpg)
Week 2
![e3d3d3.PNG](https://static.wixstatic.com/media/259b65_2dc4425f0a9146a894029c63f200faf2~mv2.png/v1/fill/w_109,h_59,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/e3d3d3_PNG.png)
![jij.PNG](https://static.wixstatic.com/media/259b65_68a7289bd5074d93a68be0ddd267d882~mv2.png/v1/fill/w_112,h_60,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/jij_PNG.png)
![333.PNG](https://static.wixstatic.com/media/259b65_ff0cb12e28e24bd4984f11c054e93d92~mv2.png/v1/fill/w_79,h_42,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/333_PNG.png)
![swswsws.PNG](https://static.wixstatic.com/media/259b65_d17e61f8962a44a2809e13f7d1e1c268~mv2.png/v1/fill/w_49,h_26,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/swswsws_PNG.png)
Mechanics/parts.
![](https://static.wixstatic.com/media/259b65_4b69607ca58b4960a9a1ddd4c40f9b57~mv2.png/v1/fill/w_48,h_26,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/259b65_4b69607ca58b4960a9a1ddd4c40f9b57~mv2.png)
![](https://static.wixstatic.com/media/259b65_19d9268871f54a719d8aaf9f2aa7937d~mv2.png/v1/crop/x_0,y_0,w_2087,h_1354/fill/w_48,h_31,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/259b65_19d9268871f54a719d8aaf9f2aa7937d~mv2.png)
Week 4
Painting Weights & More Rigging.
![swsws.PNG](https://static.wixstatic.com/media/259b65_bf9003278a6f4339880d5a8999c94238~mv2.png/v1/fill/w_60,h_32,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/swsws_PNG.png)
First thing this week we used one of the models in sculpting section. Content browser-bipeds-robot humanoid. Later using same techniques as we did last week. Quick rig-polygon soup and then create and update. In the skeleton section choose skeleton only.
![e3e333.PNG](https://static.wixstatic.com/media/259b65_6ad1764049234de9b1a82e9effeaaefe~mv2.png/v1/fill/w_60,h_32,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/e3e333_PNG.png)
Later change position for the bones and click create/update. Next step it was to apply same technique for the skelton we used last week
![ededede.PNG](https://static.wixstatic.com/media/259b65_64af43610560492f8262defdc1ea1c7d~mv2.png/v1/fill/w_60,h_32,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/ededede_PNG.png)
Drag the skeleton fbx to Maya view window and add bones same as before. Then hierarchy in the select left corner. By selecting X,YZ, press 0 and enter to reset position of the bones. Next step it was to rotate 90 degrees in X axes. Then in the toogles and change character name and lately apply in the source mocap rigged bones. In the controls assign each parts for the bones.
Week 5
![hmn_1.PNG](https://static.wixstatic.com/media/259b65_96a40e24b42947edb078c8445e3f6489~mv2.png/v1/fill/w_46,h_25,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/hmn_1_PNG.png)
![hmn66.PNG](https://static.wixstatic.com/media/259b65_af5174dc79cf4d6cba9f9eba0604cd97~mv2.png/v1/fill/w_46,h_25,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/hmn66_PNG.png)
![WDD.PNG](https://static.wixstatic.com/media/259b65_38bbc1a263c848019cbcb1ddd8892e12~mv2.png/v1/fill/w_48,h_26,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/WDD_PNG.png)
![32d.PNG](https://static.wixstatic.com/media/259b65_5ab8479eb91c4cd9ab05e9f33647b190~mv2.png/v1/fill/w_47,h_25,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/32d_PNG.png)
Week 6
UVing Recap & ZBrush to Maya Pipeline.
![d33333.PNG](https://static.wixstatic.com/media/259b65_d7765152221549ddb94e71ece8bf0820~mv2.png/v1/fill/w_60,h_33,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/d33333_PNG.png)
This week we looked into Zbrush and texture paint section. By using alphas brushes we played with shapes and different colors. Paint tools are in the texture section.
![swsws.PNG](https://static.wixstatic.com/media/259b65_db117c2a557a4f1f9145e16c5448cc33~mv2.png/v1/fill/w_90,h_50,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/swsws_PNG.png)
![](https://static.wixstatic.com/media/259b65_1805bb7c67984b12ae49ed62024ea592~mv2.png/v1/fill/w_60,h_34,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/259b65_1805bb7c67984b12ae49ed62024ea592~mv2.png)
![1a11a1.PNG](https://static.wixstatic.com/media/259b65_22823800982c454197a84fefc495abdb~mv2.png/v1/fill/w_45,h_25,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/1a11a1_PNG.png)
![3434.PNG](https://static.wixstatic.com/media/259b65_3a188137bdb2422d89ea30526bcf3121~mv2.png/v1/fill/w_90,h_58,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/3434_PNG.png)
Substance painting for Assessment 1.
![xsxsxx.PNG](https://static.wixstatic.com/media/259b65_4e971819b201498ab104ae20a8f855f6~mv2.png/v1/fill/w_60,h_34,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/xsxsxx_PNG.png)