Thursday, October 24, 2013

More Progress


A little bit more progress today. The low poly is sitting at about 7000 tris now and did some more with textures.

Sunday, October 13, 2013

Another day...

Another day, another project it always seems.



One of the paintovers for the hair.

An earlier test bake inside Marmoset Toolbag.
(Full Resolution)

Like I have for a lot of the sculpts I've been practicing I've been using this basemesh to start.
You can find it at the Polycount wiki (http://wiki.polycount.com/BaseMesh)
It's an altered version of arshlevon's basemesh that includes a nose and ears.

 This character is part of an idea I had for an animation ages ago. It involved a world spread catastrophe leaving many higher forms of technology damaged and obsolete, a society on the brink of collapse trying to hold together the remnants of their old society, and strange other-worldly creatures that travel between planes of existence and steal faces in an attempt to end their own torment.


Monday, September 23, 2013

Practice


This originally started off as a one hour sculpt and I didn't think I'd go further than that, but I figured I could use some practice with poly painting and baking.



Textures were done in Zbrush with poly painting, and then cleaned up a little bit in Photoshop. Rendered in Marmoset. The bust sits at 1,432 tris, textured were authored at 4k and scaled down to 2k.



Friday, September 20, 2013

Samurai

Here's an update from last night as well as tonight. Didn't get as much done as I wanted to today because of my awesome sleep schedule has left me tired and more tired.



Anyways, just realized I haven't posted anything about this guy at all. Started with a new base mesh.


Included is a rough paint over of what more I need to block out still.


Added in some more stuff.

Sunday, September 8, 2013

Samurai for Chivalry

I know Torn Banner is doing the whole Deadliest Warrior thing for Chivalry and they're adding in samurai already, but I had this idea before I heard the announcement, and figured I'd go through with making the models and getting them in game anyways since I can  use the practice. It makes me a little disheartened that I'm doing something redundant at this point, but what can ya do.


This is after a night of work. Ignoring the hair, I think there are a few things throwing this off from looking distinctly Japanese. With this particular head I was envisioning a strong rugged face and using it for either the man-at-arms class or the vanguard class. My next head will probably look more like these guys here.

Friday, August 30, 2013

:V (Part 6)

Went through and finally textures this guy and brought him into Marmoset for a quick fancy pants render.
Almost 3am (again :| ) so breakdowns and texture sheets and whatever will have to wait until later.

Currently the model is 6507 tris, and is rendered with 2k maps.

Tuesday, August 27, 2013

:V (Part 5)

Finally! Made an initial bake and added some textures on to it. Overall I think the bake turned out ok, there's a few things I noticed that I'll have to go back and fix, but nothing I thought was too concerning.

Went through my usual workflow of setting up exploded meshes inside 3ds max and bringing it through xNormal to generate my maps, and used a light brush texture for the small bump detail.

Right now it's sitting at 6500 tris and will probably create an LOD or two to reach my target of 5000 to go in engine. I'm sure there's a lot of optimization in the fingers I could do.

Full Res (2304x2304)

Sunday, August 25, 2013

:V (part 4)


Spent the majority of my day pushing around furniture and cleaning. 7, 8 hours straight away from my computer... I don't remember the last time that's happened. :D

There's still room for mesh optimization, but I think I'm just going to go ahead and push forward with unwrapping. I wouldn't say they're perfectly laid out, but we'll see where it heads tomorrow when I start baking maps.



Friday, August 23, 2013

:V (Part 3)

Moving along with some Zbrush. Actually did this last night but by the time I stopped working it was 4 in the morning. Again. Like every night it seems. :|

Still need to add a few parts, and the more I look at it I really ought to change the head to something more rounded. Dunno what I was thinking there.



Thursday, August 22, 2013

:V (Part 2) - Hnnngh!

I'm definitely not making as much progress as I originally hoped on this. Figured I'd be at the point of Zbrush and starting the low poly already. Tonight I got caught up a little bit on the hand design, the fingers are a bit too busy compared to the rest of the shelled body so I'll probably go back and wrap them up a bit. Plus, it'll give its fingers more protection when it punches you in the face in all of Oculus Rift glory. Did I mention this is an enemy in an Oculus Rift project my friend Art and I started? That's for a different post.


Tuesday, August 20, 2013

:V (Part I)

What? What is this place? What am I doing here?

Been working on this robot for 3 nights now. I started it a few days ago because I wanted to learn Modo (which I was pleasantly surprised to find it easy to pick up, and compared to Lightwave... well, let's just say it's not Lightwave. :D) but let's face it. I need to finish it ASAP.

Tuesday, March 12, 2013

Aliens Abducted My Moo-Moos!

So last summer (yeah, it's been that long...) my friend, Art, was working on writing a small 2D top down shooter and he asked me if I could the art for it. At the time, I said "sure, I think I can squeeze in some time for it" (as I was absolutely drowning in work for graduation at the time).

Anyways, I thought I'd post a link to his project page since I think he would appreciate it.




https://sites.google.com/site/mataarto/projects/aliensabductedmymoo-moos

Monday, February 25, 2013

Wrath of Set - Player Texture WIP

Ugh, the bake went pretty rough, but I managed to finally get it all together, and start throwing on textures. Here's the first pass at textures. Overall, I think I can live with how the bake turned out. I finally made it under the tri budget as well.


Sunday, February 24, 2013

Wrath of Set - Player Bake Test

A bake test for the player model, a few problematic areas, but otherwise I think it's going to actually work. :P Also, excuse the rushed presentation. Going on 4am. Again.



Saturday, February 23, 2013

Bustin' Ass

Recently I've been working on creating some character models for a friend's project assignment thingy. A lot of late nights later, this is where the high poly for one of the two player characters stands. A bit of work left to do on the hair, but otherwise I need to get moving to the low poly for this character and start the next one. Hopefully I can get this all done by Friday. :|

Wednesday, January 30, 2013

Adventures in skin shading continues!




Soooo I found out about the SSS2 shader in newer version of Mental Ray (had to unhide it first in Max, go figure). And so far, I'm really digging with the SSS2 shader. :D They changed a few things which was kinda confusing at first, but after fiddling with values it really makes the SSS2 shader much more versatile.

The one on the left is a raw render straight out of Max, the one on the right has some post.

I used the Infinite-Realities scan here (http://www.ir-ltd.net/infinite-3d-head-scan-released ) for the model, and it also supplied a diffuse map and a normal/displacement. Render took under 2 minutes.

Wednesday, January 16, 2013

Cornelius



This is something that I had finished quite a while ago, but true to my blog's title, am posting it here now.

Cornelius was one of the final projects I worked on before graduating from my program. I worked along with three other talented students on this two minute animation. My roles in this creation included modeling and texturing, lighting, rendering, and post. Unfortunately, the monitor I used when I was doing all of this wasn't color calibrated in the slightest, so much of the color and contrast present in the final video were different than what I was viewing. :( But on a related note to that, I recently bought a Spyder4 Pro! Maybe I'll write up a review on it, hum?


Also also, check out the work from the people that worked on this, if you're so inclined.

Phong Tran (flippedpolygon.com) - modeling, texturing, lighting, compositing
Shawn Frueh (shawnfrueh.com) - rigging, dynamics and simulation
Joshua Schneider (joshschneiderart.com) - concept art/previs, animation
Ben Lodge (benlodge.com) - modeling, texturing, animation