To start my build for the arm and sleeve assets for my Character Design and Creation class, I set up primary, secondary and tertiary form images in order to help me visualize where those forms would be on an arm. I used Photoshop to drop the base images in and the pen tool to set up the primary forms image. Once that was done I used the brush tool and some special settings to achieve a x-ray look with the colors used.
Once the planning images were complete I made a "plan of attack" for my arm and sleeve meshes. In this document I simply went over all the steps I would need to achieve my end goal. At this point I needed to collect some reference photos to use for building my meshes. I used a website called 3D.sk to collect the images I would need. Then with these reference images I split them into images with t-shirts on and ones without, pooling the two separates into "comp sheets". Unfortunately I was unable to add these images into my blog.
I then jumped into Maya and began building my base mesh for the arm. I started by importing a reference image into a free image plane, and lined it up on the axis. I created a six-sided cylinder and put the opposite ends at the write and shoulder. I added one edge loop at the elbow to allow the bend. From here I added a couple edge loops between the elbow and wrist, and then the elbow and shoulder. To create the hand I used a tutorial video that was provided to me in the Google Hangout. I made the main palm from a cube with one edge lowered, and the fingers I made from separate cubes. I actually made up one finger, and then duplicated it after getting the bends at the knuckles and extruding a fingernail. Once I had duplicated it three times, I then adjusted size and vertices to match the different sizes of the fingers. I had an issue connecting vertices for the wrist area (because the hand and arm were separate meshes at this point) but with help at the Hangout I realized I was in 3 mode! Once back in 1 mode everything went smoothly.
Once this was all finished I deleted history and froze transforms, saved my file and exported as an .obj file. Importing this file into Z-Brush as a tool and importing a reference image in the texture drop down, I began my sculpt. This was the real tricky part of the entire operation, as I was still learning how to use Z-Brush. But once again, with help in the Hangout, I made a beautiful arm sculpt with full secondary forms. I loved utilizing the dam_standard brush making the veins on the arm and knuckle wrinkles. Once all the secondary and tertiary forms were complete for my arm, I then masked the upper area of the arm. Using this masked area I extracted at .008 with a thin border for the sleeve. I followed the instructor's lecture video closely in order the get the sleeve done correctly. I put in an upper wrinkle for the t-shirt. Using the dam_standard brush again I lifted the wrinkle up and the area next to it down. Adding in a couple more wrinkles to the shirt, I then moved on the stitching. This was pretty easy, because again I followed the lecture. Using the basic stitch brush I simply dragged the brush tool along the edge of the shirt for one edge, and twice next to each other on the inner side. Once that was done I used to dam_standard tool to bring up the shit between the two stitches I made on the inner shirt. That made it look as though two pieces of cloth were genuinely stitched together.
Once both my arm and sleeve assets were sculpted, I used decimator master to bring down the poly count of both meshes. Once they were both down in the 1k-4k count area I exported both as an .obj file separately. I then imported these two files back into Maya. Doing first the sleeve and then the arm I made the mesh "live" with the magnet icon near the top of Maya. Once the mesh was live I used Quad Draw to make a low poly version of each asset/mesh. During this I made sure to just get primary and secondary forms fitted out, the tertiary forms would be made in the normal map.
Now at this point I needed to map out my UV's. Do to this I focused on the arm first, cutting edges around the wrist, underneath the arm and the top of the arm. I made the UV's for the hand separate from the arm itself by cutting and edge loop between the fingers and extending to the wrist on both sides. For the sleeve I simply cut and edge in the middle of the top of the shirt, and middle of the bottom of the shirt. I then used the layout, unfold, and smoothing tools in the UV editor window. With the UV's laid out, I followed the instructor lecture on how to use the "transfer maps" tool.
Once normal maps are created, I'll check for any artifacts. If there are artifacts, I will bring the image into photoshop and use eyedropper tool to sample color from background in order to remove these artifacts from map. I will then reload these into my hyper shade and check in 6-mode to make sure everything is looking good.
Here are final images of what my resurfaced, low poly meshes look like in 6-mode using the normal maps.
I feel very strongly about this work, I think I did a wonderful job for my first crack at building an arm and sleeve mesh. I could use more practice laying out UV's, due to having to manually move UV's around so that there wasn't any overlapping. All in all I think this is a pretty decent arm and sleeve.