Project Robin


#1

My second attempt to building a human (I didn’t use any reference material for the first on so that didn’t work out)

Mostly I made architectural models before I decided to go organic. At the beginning I made some cartoon farm-animals and then decided to build a human I called Robin.

Idea for Robin is to build a base mesh of a child that is animation friendly. From the base mesh I can design several outfits and maybe even morph to a child with different features. For the most part: it’s practice.


#2

Starting with the character sheets I created:

The face required more details, that’s why I did work out the head in Photoshop:


#3

I spent a little more time on the modelling phase then I had planned. When I modeled the face I did something wrong. I didn’t consider the edge-flow. Many thanks to Psyk0 for introducing me to this technique that would help me save time during the rigging part.
For those interested, here are the tutorials Psyk0 showed me:
http://www.phungdinhdung.org/Studies_paper/Realistic_face_modeling.shtm
http://wiki.polycount.com/FaceTopology?highlight=(\bCategoryTopology\b)
http://wiki.polycount.com/FaceTopology?action=AttachFile&do=get&target=bunk_poly_regions.

How it looked like before I adjusted the edgeflow:

And after (it resembles the reference more, although I had to adjust the side of the face to correct the eyes):




Next step: Texture mapping…


#4

their should be few problems lower side of palm…

just work on that…

really cute looking character …

:thumbsup:


#5

To preserve my sanity during the texture mapping process I kept the eyeballs and inner mouth as a separate object. I also gave the Pelt Mapping option in 3DS Max a try, the process went smooth but when checking for texture deformation in Roadkill (simple 3D texture mapping tool, it has the option to add a Show Stretch texture to the model) a lot of red and blue areas came up. Meaning the texture will stretch or crumple at some areas including the significant ones.

In the end I used Roadkill to place the seams and do the UV-layout. It gave some problems on the head, but I just used a simple Cylindrical Map and scaled it to size.

Result:

and the check in Roadkill:

There might be some red and blue areas left but to a minimum.
Also kept the bottom sides of the fingers and toes separate to prevent overlapping.


#6

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