Character Planout / Gantt Chart
Before starting the sculpting process of my next character , I started by creating a Gantt chart to support my scheduling as when it comes to time management and sorting out schedules , I consider myself being unable to stick to a tight schedule as I struggle to stay focused from time to time so by changing my scheduling from having just a few words along a blog I changed to work with a gantt chart to attempt to stick to a more professional style of a schedule.
Overview of Gantt Chart
Beginnging of Sculpt
Start of the Project , I created the entire head sculpt including its separate horns , ears and the details surrounding the back of the head due to giving myself more time on the head sculpt that I thought I would need , I moved onto the body sculpt ahead of the schedule planned.
Creating Body
After creating the head sculpt and finalising that process , I gave myself around 2 weeks to complete the entire body sculpt and creating the clothing that would cover his body by using the masking tool and extract the pieces out of the Zbrush model.Feet & Importing into Maya
During this phase of the project , I finalised the additional pieces of my characters body such as the different segments that are not connected to his body as one whole piece such as the claw and feet which are their own separate subtool and once this step was done , I sent the model over to Maya to begin the next steps meaning retopology and UV unwrapping the model.
Retoplogy & UV Unwrapping
This Week , after importing the model from Zbrush , I completed both the retopology section and UV unwrapping parts of this process ready to pass on the model to the next phases which is starting to texture the model.Textures & Rigging
During these next set of weeks before the final submission , I worked on finalising the textures on my coral character and started working on the rig giving myself plenty of time to work with due to the difficulties I was having during the weekly sessions I gave myself more time to work with rigging encase anything was to broke during the process however due to complications and lots of errors , I had to utilise the Auto rig function inside of Maya to complete this project.
Weight Paint and Final Renders
During the final week of this project set , I finished the project by finishing any additional weight painting that needed to be fixed during the final week before exporting the final rig along with the textures out of Maya and into Unreal Engine. With this Project complete , by using a Gantt chart instead of my usual way of working with scheduling I managed to create a better working pace for myself and not causing issues near the end of the project.




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