Week 1
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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).
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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
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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.
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Final Render.
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Inspirations and reference.
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Week 2
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Mechanics/parts.
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Week 4
Painting Weights & More Rigging.
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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.
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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
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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
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Week 6
UVing Recap & ZBrush to Maya Pipeline.
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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.
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Substance painting for Assessment 1.
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