top of page
Search

9/9/2022: Back to Production

  • Writer: Alice Mach
    Alice Mach
  • Sep 9, 2022
  • 2 min read

It's been a while. I hope all of my friends, faculties, and my team enjoyed their summer vacation. Over the summer, I did spend a lot of time studying abroad in Denmark, visiting California, and working part-time. It was relaxing after I took a long break from Production. After I spent time all of my personal time, I realized that I wanted to keep going with the Hunter model. Character modeling is part of my duty to support my Huli Jing team. Meanwhile, I made progress on the Hunter's body.

When we hit August, I shared my progress with my Huli Jing team. I feel proud that the geometry flow is looking decent. One of my teammates asked if I am thinking about working on Zbrush. I will work on Zbrush after I completely finish modeling the Hunter. The only problem I had was I wanted to start over on the Hunter's head because the head geometry did not look like in a right proportion. My laptop crashed while I was working on the head. Since I know Production II is going to be different, we will be rigging and animating soon. So, instead of taking too much time, I had to use my previous head mesh I made last time. I gave my level zero base mesh of the Hunter's body including the head to one of my colleagues who wanted to do rigging. We collaborated and discussed about the geometry, and I decided to work on Zbrush on the head during the Production.

Now that we began Production II, I made some progress on making cloth. I remember last semester I did some cloth test through Maya. I have heard that there are many ways to make cloth such as modeling through Maya, try a new software called Marvelous, or look through Unreal Engine's materials. I am getting to know Unreal Engine for the first time. Unreal Engine seems like an important software to use because I noticed some big studios such as gaming and other live action industries are starting to use Unreal Engine. Currently, my first try on doing cloth is modeling through Maya. I got an orthographic view of the Hunter, and it was made by one of my Huli Jing story artists. I really love how well organized it is, and it really helps me visualize the position well.

I placed the reference in the scene and measured it correctly as I can. I noticed the Hunter wore two layers of clothing such as the white inner shirt and a robe. For now, I made some progress on making the Hunter's outfit.



My plan is to keep modeling the cloth and do some test simulation in Maya. If I experience errors in Maya, I will try either Marvelous or Unreal Engine. Once the cloth is complete, my goal is get the hair and teeth done and finish the Hunter model this semester.




 
 
 

Comentarios


© 2023 by Alicia Mach. Proudly created with Wix.com

bottom of page