My name is Aybars Turan, I was born and raised in Istanbul, Turkey. I have been living in the USA for 5 years. I studied sculpture and painting in Turkey and NY. Currently, I am studying at the Academy of Art University, majoring MFA 3D modeling program. I have been focusing on characters but also environment & prop modeling and all are different passions for me. I have been in the CG world since mid-2010. Overall, I really think that modelers should learn Texturing, lighting, rendering, and their characters or environments in their artistic way as much as possible. Take them out of their gray life. Making of Little Honey.
Making of Little Honey by Aybars Turan
ABOUT THE PROJECT
Making of Little Honey is a character from the Muscle Beach animation movie. Muscle beach, Corey Rosen’s animated feature film project which would be released in 2013. Director Corey Rosen who works at Tippett Studio and Academy of Art University created his team at the AAU and leading the project with many talented artists. Now here we go. Little Honey Character design by Jamie Chreszczyk.
I worked with Maya and ZBrush (only moving things around and smoothing the mesh) during the modeling progress. Started and finished the model in Maya in T pose for the production pipeline.
I was paying attention to topology and tried to keep the mesh not too heavy even though it was a feature animation movie I like to work with the med poly count. Clothes and Hair would be a simulation. So, I just created a mesh to hold the space on the model. During the time I finished the model I had a chance to talk to the Disney Modeling team at SIGGRAPH. They told me to do work on hair and pose the character. They don’t want to see regular T-pose models. I had my critique and decided to work on my Little Honey still image for my portfolio.
Making of Little Honey We all love UV’s don’t we. I used the Headus UV Layout for UV unwrapping. I strongly recommend it. It saves you time and you will be much happier with the results 🙂
I wanted to create cute beautiful eyes and some cloth details. I textured iris in Mudbox.
I used Vray Rectangle lights in order to get decent light simulation.
Since this project would be a piece for my portfolio I did pose my little honey in ZBrush by using the Zsphere rigging system. It is a super quick and effective way of posing. As I said, I was looking for something to create simple and fast. I found myself in contrapposto pose which is one of the most difficult poses for me. I tried different versions and got a critique from friends whose opinions I trust.
Finally, I was ok with the pose
ZBRUSH FIBER MESH FOR HAIR
I had a chance to test ZBrush fiber mesh with this project. I have to be honest; it’s a lot more fun than dealing with a Shave and a haircut in Maya. It gives you a lot of freedom to play with the overall shape. You can export the curves or geometry. Since it’s going to be a still image, I exported the fiber mesh as geometry and rendered it in Vray.
Rendering is a lot of fun. I used the Vray fast SSS for skin, Vray Hair Mtl for hair, and VrayMtl for the rest of the parts. I used 32-bit EXR, 2K images. After I rendered my passes out, I was ready for Comp and play with Photoshop.
Making of Little Honey First, I used Nuke to convert my EXR images to PNG, and then I brought my passes in different layers to Photoshop.
After that, it’s all about what you would like to see as the final look of your character. I am a big Disney fan and I really wanted to make her look like a cute and charming character. Tangled and Disney’s Paperman inspired me a lot during the time. I duplicated some layers and played with the filters. I love the ability to change my background in the image. I used purple, gray, and pink colors to give it a nice warm feeling.
In conclusion, I love my Little Honey and I believe it is going to be a great reference for people who are currently working on the Texturing part of the pipeline. I hope you guys like my making of Little Honey and please follow my website which contains my blog as well.