Wednesday, 30 January 2008

Semi production schedule/plans type thing

Here are things that need to be done in order so that this things after can then be... done.

Character modeling (Low poly) - as long as the high poly detailing does not change the low poly
dramatically we should be able to start...

...Rigging - I have discovered that making a head rig and body rig separately and the trying to combine them causes all kinds of problems. So, the plan is, when the low poly heads are ready we will make a rig for them (but not skin them) and create blend shapes while the low poly bodies are finished. We will then be able to move on to rigging the body and joining the meshes and
skeletons before skinning them. While we rig...

...Environmental modeling can be done! once the rigging is done...

...Character
UVs can be unwrapped - we will still be able to animate while this and all texture related things are in progress as we will be creating animation clips in the trax editor which can be later applied to the rigged and textured characters!

One problem left to be solved is rendering. When rendering with mental ray, the displacement of the
normal maps looks more blurred than it does in the viewpoint with high quality rendering enabled. The viewpoint rendering give the best representation of what the model would look like in a game engine and i think it looks better than when rendered with mental ray due to the blurriness issue.

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