Completing all these tasks on satisfactory level was a tall order but for the most part, I think it worked out OK. My ear build came out great I was very proud of the way it turned out. I think I also did good on the hair sculpts. Especially considering this was the first time I had tried my hand at sculpting hair in Z brush. I do think the hair breakdown I did before hand helped considerably to determine which parts of the hair needed separation.
![]() |
| Hair breakdown establishing parts and flow. |
I was really surprised by how well my UVs and normal maps came out. They were mountains better than any I had done previously. Unfortunately, they didn't work out completely. See, I had two very good normal maps for my resurfaced heads but I could only get one to load at a time. When I bake one map it comes out perfectly, but when I go to bake a new one, that one ends up replacing the other. It's like they both can't exist separately. I don't know why this happens. I ended up baking the second map again while my first map texture was still on the model in the view port. It showed up then. I took a screenshot of it as proof of both my textures knowing full well that I would lose the first one the next time I reloaded the Maya file. If I could do it differently, I would spend more time on trying to figure out what's going on, maybe reach out for help from an instructor.
| This is the screen shot I took of my final with both normal maps loaded. |
| Troubleshooting the edge looping problem in Quad Draw |
I very proud of what I have accomplished with this assignment. I do wish my resurfacing topology came out better and my normal maps would have loaded properly but overall I think I did very well. I struggled a lot this month, but in the end I feel like I overcame all that and learned so much in the process and that makes me feel good.
