Flash Mavi 3D
I am now officially working on Flash Mavi 3D. I modeled the body with Maya and added some details with ZBrush. It's been a while since a made my last 3D animations. Actually I only did Strata Vision when I was 8 years old and Autocad when I was a teenager. Meantime I will not stop adding 2D instructions and text content for flashmavi.com Feel free to send me your thoughts and ideas.
Updates:
Workflow: Creation of Flash Mavi with Maya & Zbrush
- Hurray - Got eyes now.
Working on skin weights and blendshaped now.
Not sure if we need teeth and ears :)
- Many days later
I've got quite a lot of emails recently, and yes, I am still working on FM3D.
There were some problems with the first model, so I made a new one with less polygons.The problems were:
1) The 1st model had too many polygons and made animation extremely slow. Besides it was very difficult to move the limbs to extreme position without distorting the entire body.2) The arms were at a bad starting position. In the new model with the arms are spread to the sides, which makes everything easier.
Extras: The new model has less polygons, but it will look smoother than Tekken characters.
The below picture is a simplified version. version 2 also has eyes and lips now.Important Decisions: In the next weeks I will find out if there is a way to create a camera that can me moved around the character by the user. If yes, i will apply this in in a quality similar to what you can see below.
The Ninjutsu section will be 90% in 3D.
Thanx for your comments and thanx for your patience.
Best Regards. Mavi
- Day 5
I am now creating outfits, UV-maps and textures.
There are still some problems with the joints.
- Day 4
Rigging (adding joints) to the naked model - in Maya 2009.
I am still having problems with the shoulder joint.
Gotta fix this ASAP
- Day 3
Zbrushing the 33000 polygon maya model
- Day 2
Creating 33000 Polygons in Maya
Looks a bit like a knight :)
These polygons are split up and smoothened later.
- Day 1
Underneath the polygon model - Nurbs for proportions.
I put polygons over this model and close them at the arms and the legs.



























