Thursday, 16 May 2013

Posing and render time!

So I can't have my character looking like he's midway of doing star jumps so I have to pose him. I've had huge troubles with this and found a big mistake I made really early on during the project.
I had looked into rigging the character with zspheres using the transpose master tool and I did so successfully however when it came to posing which should have been the easy bit - because I had such a high polygon count whenever I moved a bone or joint it actually took around 30 seconds to react and it wouldn't even move as much as I wanted it to. I immediately realised I should've posed this character way earlier on as it is so easy using rigging in ZBrush. The mistake I made was all the way back when I was using panel loops, because panel loops requires you to have no subdivisions, naturally I wanted the highest subdivision so I was forced to delete lower subdivisions and because of that there was no going back but this is something I'll always keep in mind if I have to use panel loops for something I will render in the future
So how I actually posed the character was awkward, I actually merged all the subtools in my project and used the transpose tool but for very basic movements and nothing too drastic although I really wanted to completely move him around and give him a cool pose. 
This is the result of the pose, with his head lowered, arms lowered and legs moved out slightly.
These are all the images of the materials I have rendered out to use for my final image.


This render will be used to focus on the smaller panel loops like abdominal's to give it the shiny blue look I want

This render will be used as a reflection map just so that his armour has a little extra detail in it


This render will be used a depth map


This render will be used a mask


This is my main render which I will use all the other renders to compose with.


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