Monday, January 11, 2016

Last weeks of school and final project

The last few weeks of my digital sculpting class where spent mostly in Photoshop.

In week 8 we had to take one of our existing models (or create a new one), pose it, take a render and import it into Photoshop. There we continued to make it look all pretty using different layers, masks and blends.

I particularly enjoyed the process of painting out the eyes; it really brings a piece to life.

I decided to use my existing "Monkey Man" sculpt (and gave him a sweater) for this week's homework.

This is the end result. The gray scale shows what it was before, and what it looked like after I painted it. Painting is fun!

"Monkey Man"


"Gray scale to color"





And then it was time for our final project. We were allowed to do whatever we wanted to for this one. 

Since I enjoyed making my little baby elephant a few weeks ago, I decided on sculpting another animal. It became a 'Sea Turtle'.

I also really liked the Photoshop paint process last week, so after sculpting 'Mr. Turtle', I painted him as well.

"Mr. Turtle"


Mr. Turtle still needs a little refining, which I will get to, some day.

For now, this is it. School is over, and it's time for me to put everything I've learned in the last year and half or so into practice, aka, time to work on my demo reel.

Thanks for reading and as always, onward and upward! Cheers!

Friday, December 4, 2015

Week 7, Spotlight and projecting textures

This past week (#7) was all about spotlight and projecting textures directly onto our models.

The process itself is pretty straight forward. Open spotlight, add textures, project them, paint through them.

The challenge is twofold, find good high res textures and two, line them up correctly.

Like with everything in this class, with a little bit of practice it got easier, and it doesn't look too shabby.

I also experimented a little with fibers to create hair. It's humorous.

Anyway, here's the end result, I used my own sculpt. He looks a little like a pale I think, maybe he's got a cold? ;)


Week 7






Week 6, Polypaint

Last week (#6) we were taught how to use Polypaint to create skin for our models.

It all starts with a base color and then something our teacher calls the "clown vomit" pass. It's basically a pass with primary colors like red, blue and yellow. There's definitely a solid theory behind it, and the bolder the clown vomit pass, the better the end result, as it seeps through your final color and adds colder and warmer areas.

I ended up painting a model that was provided in class and for some extra practice I also painted my monkey man model.

Week 6




Week 5, hard surface tools in Zbrush

I had to really think about this one. What did we do for week 5 homework?
Ah yes, hard surface modeling in Zbrush. It was a bit of a struggle.

Hard surface modeling is one of the things I think Maya is definitely better at. Although there are some interesting shapes that can be created with Zbrush. Anywho.

I ended up making a sort of (teapot?) steampunk style helmet.

I can't say I'm thrilled with the end result, but I guess it's ok. I learned how to use the tools, especially the IIM brushes, and that's what it's all about.

Week 5 




Friday, November 13, 2015

Digital sculpting week 3 and 4

...Time flies as always...

Week 3:

Class was about how to alter an existing mesh without messing it up. Conclusion: anything is allowed except using Dynamesh, as this would alter the UV's.

For our homework, we were provided with a simple low poly full body mesh, and let our imaginations run wild.

A second part of the homework was to put our different body parts into Poly-groups.

Our teacher recommended not to do the full body because of time constraints, but to focus on a bust. Of course I tried to do a full body anyway, then realized she was correct, too much work.

So, this is what I came up with. I call it 'grumpy monkey man'.



Week 4:

The lecture was about the use of Poly-spheres to create a base mesh.

Homework was exactly that.

After a little practice and getting accustomed to the tools and shortcuts I was making an awesome looking dragon. Well, not really, dragons are a little too ambitious for me at this point. So, instead I made a dinosaur. Nope, still too ambitious.

After all that practice of starting over, I finally got the hang of the process and I ended up with something I quite like, an elephant calf, or baby elephant if you will.





That's all, onward and upwards.
Thanks for reading! :)




Friday, October 30, 2015

Digital Sculpting in Zbrush

It's been a while since my last update and it's definitely overdue.

At this point I was supposed to be done with school, but I decided after struggling a bit in my last class (environment design for video games) that I needed to continue learning a little longer.

Besides being the only not full time student in my last class, the thing that really put me behind was my lack in Zbrush skills. I had only ever spent one day exploring the program a bit.

Long story short, I signed up for another class at Gnomon. This time, Digital Sculpting with Madeleine Scott-Spencer. I really like this teacher's experience and style.
Check it out if you'd like: https://maddiemonster.artstation.com/

The class so far has been focused on creating creatures and or characters. Even though I want to become an environment artist, it's a lot of fun to just let the creativity flow and come up with whatever you can come up with. It also really doesn't matter how you learn the program, tools are tools, and can be applied to make just about anything.

The first week (last week), we had to get used to moving between your high and low subdivision. Big shapes and changes are made in your lower subdivision, and small details in your highs. If you don't follow this process your sculpt will end up looking lumpy.

It was interesting for two reasons. One, I had never used a wacom tablet before, and I quickly realized that trying to sculpt with a mouse, is like painting with a brick. Not great. My sculpt did not turn out great, but that's ok. I learned and improved.

The second reason, I ended up learning about the limitation of the program when not fully utilizing certain tools. Tools that we were going to learn how to use in week 2. Because of these limitations I ended up with some errors in my mesh. A few holes and some stretching. I was able to fix one of the holes, but ended up losing my lower subdivisions.

For week 2, we focused on using Dynamesh to 'stretch' our model. Then duplicate, remesh and project the old model onto the new one. This process keeps your mesh nice and clean, your lower subdivisions intact, and finally your detail visible.

It took me a few tries, but I got the process down.

Ok, enough technical detail. Here's the sculpt I made this week. Last week...eh, I'll just keep that to myself.

I don't know too much about anatomy, but I tried to put the muscles and bones on the torso where they belong. The head, well, that's alien. ;) My design.

Front


Side


Back





Monday, July 20, 2015

New Concept and WIP

These past few weeks have been pretty busy with school work. The pace of this class (environment design for video games) is definitely faster than I have experienced so far. I like it though, it's a great challenge.

I ended up switching concepts half way during my first week. One, because the concept just didn't 'excite' me much. Secondly, I felt that the amount of reference materials available was limited. Thankfully my teacher had originally approved several concepts, and a new choice was made quickly.

I decided to go with a medieval street scene.


Since some of the scene is hidden, I feel that I can be more creative and fill in the blanks.
I also really like the lighting in this shot.

Right now I am working on finishing up the overall composition, and I started on greybox modeling.

It's definitely a different process than hard surface modeling. Some items still get made the same way (edge loops, smooth, etc), yet others just get bevels. Also I need to keep focusing on modeling as efficient as possible. Game engines have limited capabilities, so low poly modeling is key.

Whatever techniques I use, there is still so much modeling to be done. I am trying to use mostly modular pieces for the houses and walls, but at the same time adding plenty of variety so it doesn't look like I'm repeating models/props.

I'm hoping to finish up all the major modeling before next Monday so I can start sculpting and refining my center pieces.

Then it's on to texturing. Aiming to start that by week 5 or 6.

I am putting in a lot of time, trying to stay with the class and their pace. We shall see how the semester progresses.

My WIP so far.