Realtime morphing

Project diary for a realtime morphing demonstration. We are two skilled students at gsCept university creating an advanced real time morphing simulation. This is our diary about it.

Monday, December 06, 2004

Good model done...

The highpoly good mesh has now been completed and exported as a normal map... Feels kind of wierd to work on something for a long time then just accomplish a 2048x2048 map from it... But - it looks pretty cool... Well I haven't really been able to check if all details are good, because I can't pan in the current viewer - but I think there only will be minor errors which can be fixed in photoshop...

Also slowly started rigging. I really hate rigging. But it's coming along ok. It's actually probably almost finished but I don't wanna call it finished yet, because I'm not sure if it's good enough - have to test it a bit more. The irritating thing is that in order to finally test it, I have to paint the skin weights. If it turns out to be not ok - I will have to paint them all again. (unless the import/export skin weights can magically help me) .. Anyway - therefore, I'm kind of avoiding finishing the rigging right now =)

The high-poly evil mesh will be started today... I really should be going home to sleep (soo tired), but I kind of feel like atleast starting the evil mesh first =)


Wednesday, December 01, 2004

1 week behind

Well... I went to the SACO education fair, and then to the elmia dreamhack, representing the school... and it took some time I would have used on the project so I'm about 1 week behind now... But I'm compensating by working harder and more.

Currently I'm doing the high-poly mesh for the good angel - to be used in the generation of the normal maps. It's proceeding along nicely, but sure takes some time. I've also adjusted the low-poly mesh in some areas to better fit the requirements of the high-poly. .. The evil angel will be created in Zbrush, which gives room for more smooth things and such...

over and outzors.

Oh and I really need the gfx-card soon, because this card is having some problems handling 2048 textures...