This is a breakdown in Maya 2014 using Renderman for my character Schrum.
Our theme for a Jack-in-The Box assignment was "Fools and there money are soon to be parted.."
My idea for my Jack-in-Box character is a grub coming out of a partly eaten apple core.
Schrum is a grub that was so blinded by the desire of greed, that he ate most of his apple and as a result was left without a home and food. Losing everything that he had, Schrum was quite indeed a foolish bug.
Click the Slideshow to view each stage and for information.
Schrum started in Maya as a base mesh along with the apple and was then moved from Maya to Zbrush. Once in Zbrush I sculpted him a bit better to my original character design.
Once I was done with sculpting in Zbrush I imported Schrum back on to Maya.
Schrum started in Maya as a base mesh along with the apple and was then moved from Maya to Zbrush. Once in Zbrush I sculpted him a bit better to my original character design.
Adding Hair
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As I began adding hair to Schrum I came up with the problem of the Maya fur unable to render. When ever the hair was rendered this dark matter appeared above his head instead.
This fix this I realized the Maya hair was not connected to a RMSHair. By fixing this connection I was able to later on render the hair without a problem.
Beginning Stages
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This is the beginning stages of Schrum in Maya 2014 and Zbrush.
Fixing Hair
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Once the hair showed up the process of fixing and style the hair I wanted began. Messing around with base width and other settings presented in the fur attributes.
Uved the apple in Headus UVLayout. Proved to be quite difficult to achieve the right UV's. Also in the process of UVing the model I made the decision to make different parts of the apple a different material. One for the core, top, bottom, and stem.
Had a bit of trouble UVing the model but managed to achieve a moderate layout.
Uved the apple in Headus UVLayout. Proved to be quite difficult to achieve the right UV's. Also in the process of UVing the model I made the decision to make different parts of the apple a different material. One for the core, top, bottom, and stem.
Adding Textures
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Used Headus UV Layout and painted with Photoshop and Zbrush.
Adding RMSGPSurface
Adding RMSGPSurface to the models troubleshooting for each part began in reflectivity and specularity.
Changing the RMSMatte to an RMSGPSurface. Once I changed to the RMSGPSurface on the apple core, I adjusted the settings to reflectivity and roughness.
Once I added the RMSGPSurface on Grub I was left with really defined and rough reflections.
Specular and reflection roughness adjustments.
Changing the RMSMatte to an RMSGPSurface. Once I changed to the RMSGPSurface on the apple core, I adjusted the settings to reflectivity and roughness.
Lighting and SubSurface scattering
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Adjusting settings of lights and materials to get the right sub surface scattering.
Adjusting light and hair settings to allow more depth.
Displacement
Adding displacement to necessary parts and troubleshooting that went along.
Added a procedural displacement to the apple core and adjusted the noise and type accordingly.
Added a procedural displacement to the apple core and adjusted the noise and type accordingly.