How did I deal with…?

Prototyping a Modeling Tool Based on an Existing Pipeline

The first goal of this prototype is to provide an alternative to starting models from scratch for assets in an augmented reality (AR) application.
The second goal is to summarize and automate the modeling process inside the pipeline for other model types after testing on this specific one.
Here you can see the prototype in action at the start and at the end of the modeling process:

Prototype sample 1 Prototype sample 2 Prototype sample 1 Prototype sample 2
Samples from the prototype showcase: Extruding and beveling.

I'm showing the features of these tool like a "how‑to" tutorial for easier conveying's sake.

Extruding Eyewires

First, I'm extruding the eyewires and refining the curvature:

Extruding frame Extruding frame
Extruding frame and adjusting horizontal and vertical curvatures.

Extruding arm

Once eyewires are extruded and curved, I'm extruding the arm and nosepads:

Extruding arm Extruding arm
Extruding arm and adjusting curvature.

Extruding nosepad

Applying bevels

Applying bevels Applying bevels
Adjusting bevels to template.

Adding symmetry

Mirroring and attaching meshes:

This prototype provides a whole retopology process solution in less than 2 minutes:

  • Modeling assets sharing the same basic construction type, using one rigging tool
  • Once it's efficacy is proven, extending the rigs to models sharing other basic structures, e.g. round lenses or so‑called butterfly eyewires.

If you want to know more about prototyping for 3D production pipeline, visit the following case studies:

Establishing guidelines for real time pipeline
Guidelines for Real Time

Establishing guidelines for a real time 3D production pipeline. Research, One Page Design, developing environment, characters and programming interaction.

Developing 3D production pipeline
Developing 3D Pipeline

Writing a 3D production pipeline for render time using pre-production, production, and post-production, including modeling, VFX, and compositing.

Mentoring using video tutorials
Mentoring Video Tutorials

Series of tutorial videos for junior colleagues, training on modeling, rigging and texturing assets for an augmented reality app using Maya.

Click on these links to know more about Rigging and skinning:

Rigging human body
Rigging Human Body

Rigging a human body using animator friendly rigging in Maya. Torso, spine, FK/IK, neck, head, pose, fixed elbow, hand, reverse foot, independent pivots.

Rigging human head
Rigging Human Head

Rigging a human head with FK/IK minimal joints, creating a user interface, and combining blendShapes to match an expressions sheet.

Skinning human body
Skinning Human Body

Skinning a whole human body using Maya Muscle, attaching muscles to joints in Maya, using them as influence objects, and mixing blendShapes.

Skinning facial expressions
Skinning Facial Expressions

Using skinning for facial expressions, through quad retopology, minimum Maya joints, importing and combining expressions sculpted in ZBrush.

Click on these links to get information about the 3D modeling process:

Sculpting human body
Sculpting Human Body

Modeling a human body using ZSpheres, retopologizing mesh and opening UVW in Maya. Sculpting micro-detail in ZBrush. Exporting normal and displacement maps.

Sculpting human head
Sculpting Human Head

Sculpting basic detail in ZBrush, applying retopology in Maya using Quad Draw and re-importing into ZBrush for micro detail.

Modeling mechanic character
Modeling Mechanic Char.

Modeling a mechanic character with automatic edge loops with ZRemesher, importing as OBJ into Maya, and sculpting detail in ZBrush.

Modeling exterior environment
Modeling Exterior Env.

Modeling exterior environment for render time by drawing CAD floor plans and elevations, extruding quads in Maya.

Modeling architectonic interior
Modeling Arch. Interior

Modeling architectonic interior, drawing CAD floor plan and elevations, modeling rooms and furniture using quad extrusions and NURBS in Maya.

Modeling level geometry
Modeling Level Geometry

Modeling real time level geometry using CAD floor plans and elevations, blocking out meshes and adding details in 3D Studio Max with booleans and stacks.

Modeling prop asset for XReality
Modeling XReality Prop

Modeling prop glasses assets for an augmented reality app. 3D scanning, adding retopology with Quad Draw in Maya, and setting up with Python tool.

Modeling prop asset for video game
Modeling Prop

Modeling a prop hand grenade asset through references, templates, schematics, modular polygons & UVW in Maya. Sculpting detail in ZBrush.

Reconstructing photogrammetry
Reconstructing Photo-grammetry

Reconstructing, repairing, and cleaning up photogrammetry scan, using ZBrush Dynamesh and ZRemesher to open UVW and clean up textures.

Discover Technical Skills