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:
I'm showing the features of these tool like a "how‑to" tutorial for easier conveying's sake.
First, I'm extruding the eyewires and refining the curvature:
Extruding arm
Once eyewires are extruded and curved, I'm extruding the arm and nosepads:
Extruding nosepad
Applying bevels
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:
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 Pipeline
Writing a 3D production pipeline for render time using pre-production, production, and post-production, including modeling, VFX, and compositing.
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 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 a human head with FK/IK minimal joints, creating a user interface, and combining blendShapes to match an expressions sheet.
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
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
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 basic detail in ZBrush, applying retopology in Maya using Quad Draw and re-importing into ZBrush for micro detail.
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 Env.
Modeling exterior environment for render time by drawing CAD floor plans and elevations, extruding quads in Maya.
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 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 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
Modeling a prop hand grenade asset through references, templates, schematics, modular polygons & UVW in Maya. Sculpting detail in ZBrush.
Reconstructing Photo-grammetry
Reconstructing, repairing, and cleaning up photogrammetry scan, using ZBrush Dynamesh and ZRemesher to open UVW and clean up textures.