So feel free to use or distribute , non shall stop you do as you please!
import maya.cmds as cmds
cmds.text(l = "Grid spacing of Kirlis")
#To toggle the grid display of the grid (in all views):
currState = cmds.grid( toggle=True, q=True )
cmds.grid( toggle=(currState == 0) )
# To change the grid spacing and subdivisions:
cmds.grid( spacing=256, d=16 )
# To set the defaults for inches
cmds.grid( default=True, spacing='1in', size='1ft', divisions=4 )
# To change the size of the grid to 5000x5000, extending 10 units
# in each direction:
cmds.grid( spacing=5000 )
Here is lady Z's texture atlas
She is a vast improvement over her predecessor in terms of design and execution. She has even saved polycount currently she under 14k .(check my earlier posts for her pervious iteration)
What Worked
She was basically a texture test to myself creating a outfit design based solely on hand painted textures, no real photos.
The pillow emboss tool in Photoshop is a great tool , easy for painting hard surface objects.
The character design I am proud of, combining many of my favorites genres and styles
The face is simple yet effective
She stayed true to my original concept art
Her life support module (back was very fun to make) the painted spec really made it pop visually while keeping her back visually appealing
Her holster and harness make great contrast with the rest of her outfit
the fixed seams on the designs
I was pleased with the hair (it was a fun mudbox/ photoshop exercise)
What didn't Work
A lot of detail was lost in the normal bake
she isn't game ready ( no mouth geo)......yet
some textures not given enough love (circular parts on the back)pillow and emboss will help
possible asymmetry on her back, perhaps a result of splicing a reflected copy(will use old mesh if necessary
her arm; In mubox; the shaders really help with contrast and creating shadows, but unfortunately never rely on a shader , especially if it isn't in a game engine, it will definitely need another pass ie spec and greebels.
All of these problems stem from time management as I am a disgustingly busy person. I will address and fix these problem this weekend after work (its personal now). As I will continue to update this blog and continue my work and rig Lady Z and Cherno in the upcoming weeks.
See you soon,
Nick
No comments:
Post a Comment