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.




Friday, July 10, 2015

Environment Design for Video Games

It's finally here. The class I wanted to take when I originally decided to switch careers and become a 3d environment artist. Of course to be able to take the class I had to start at the beginning.
In October of '14 I took the introduction to Maya class at Gnomon. I had literally never opened the software and/or modeled anything in my life. The class was eh, just alright.
I honestly didn't learn that much from it. The thing about basics is that you learn a little about a lot, but nothing beyond that.
Truthfully, practice and online tutorials is what taught me the basics. Just do it, and (many times) redo it.

The next semester was a world of difference.

Texturing and Shading 1 and Hard Surface Modeling 1. There was a moment during both classes, about mid way through that all of a sudden, I had a 'light coming on' moment. Like, oh! that's how that works. It was challenging, and it was fun.

Last semester was Texturing and Shading 2 and Environment Modeling and Sculpting.

More software (Zbrush and Mari), more tools, more information, more tips 'n tricks, more critique, more practice, more 'just do it' and redo it.

And now here we are. I've learned a lot, but there's still so, so much more to learn.

I am the only student in my class that's not a full time three year student at Gnomon. They're all seniors, in their last (third) year. Needless to say, they're a bit more advanced than me. I don't care though. I'm excited to be in this class; excited to learn.
I will work hard and try to keep up.

For the full 10 weeks of this semester we are working on one project. Which is a full video game environment. As always I had a wee bit of trouble picking a concept, but I'm happy with my final choice. Will try and update on my WIP as I go.


Onwards and Upwards!

Environment Modeling and Sculpting Final (sort of)

Then there was my other class, environment modeling and sculpting.

We started the class with only three students, and it ended with two; small but fun.

A lot of information was covered in class. Different software programs and modeling techniques.

I guess what I mostly got out of this class was how to use Zbrush (very important) and a lot of inside into what makes a good and or bad environment.

And once again, I need to practice, practice, practice.

My final project is still very much a WIP. Modeling needs to be refined, or you could say, a third level of detail needs to be added.

For one, the rocks and roof need work; they look much too repetitive. 
Some of the lines are too straight, which makes it look too much like CGI (fake).
Same with some of the shapes, right now things look too stylized.
Also, everything needs to be textured. I just used some basic shaders to give an idea of color.
Finally, the environment needs a story (ea. some beer mugs for my fat posers).

I'm planning on addressing all of these notes once I start working on my reel. However for now, I just started my next class: Environment Design for Video Games. The class I've been aiming to get to since I started Gnomon almost a year ago. More about this in future blogs.

Note: the two chubby guys are really only there for scale.

Medieval Brewery
~concept by Mark Henriksen~



And just for fun:

Modeling WIP Gif











Re-adjusted Final Texturing and Shading

After our final class for texturing and shading we actually were giving the chance to address our notes and re-submit for a better grade.
Of course I took that opportunity with both hands.

My teacher actually didn't have too much critique, just a few tips and notes.

One was to adjust the gold metal, as it was a little too diffuse.

Another note was to add a little wear and tear on the metal and the leather case.
Something surprisingly easy to do in Photoshop after the final render.

I also had some issues with my shadows, the camera appeared to be floating instead of set on the ground plane. A separate Ambient Occlusion pass fixed this problem.

Finally, I curved the ground plane to make for an overall nicer composition.

3A Kodak Folding Pocket- Model B4 (ca. 1909)
Final


Tuesday, June 16, 2015

Texture and Shading 2 - Final project.

It is that time again; the end of the school semester. :)

It's been a fun class, challenging, and I've learned a lot. Some new software (Mari) and lots of new techniques were introduced.

Although I have improved since last semester, still, when it comes to texturing, I've only started scratching the surface.

Now all that's left is to share my final project. I haven't gotten my teacher's final critique yet (will be later today), but I know there's always room for improvement.

However, as it is now, I am proud of the result. I worked hard on it.



3A Kodak Folding Pocket- Model B4 (ca. 1909)


Wireframe on Smoothed



Thursday, May 21, 2015

Environment Modeling and Scultping - Final WIP - Block-out

A quick update on my Environment Modeling and Sculpting class.

Last week we had to pick a project for our final. I ended up choosing a fantasy brewery concept by Mark Henriksen.

For this week all we had to do is make a block-out of our scene.

Needless to say, I still have a lot of work to do before the end of this semester. ;)


Concept Art


Block-Out


Texture and Shading 1, final project (last semester/late upload).

Realized that unlike my hard surface modeling final, I never did upload the final I did for my texture and shading 1 class.

I chose the concept of an abandoned (desert) gas station. It's my own design and it's not grand, but I did learn a lot from the work I put into it.

When I was finished with my project I could see the issues with it, but lack of experience made me unable to fix them at the time.

For one, the brick, it takes time and skill (experience) to line it up properly. In real life on the outside of a building, you will never see mortar on a corner, it's always, short brick/long brick etc. I had no idea.

Another thing I would do different is the resolution of the asphalt. Even though I raised it, it's still not high enough, resulting in a slight blur.

Lastly, the bump on some items could have been even lower for a more realistic appearance.

Perhaps one day I will go back and fix it, but for now, here is the render of the project as it was at the time.

Close ups of a few things that came out pretty good; gas pumps and wood pallets. I also do like the coca-cola decal on the side of the gas station.

Full Render


Close up #1


Close Up #2


Tuesday, April 28, 2015

Texture and Shading Part 2 - First Three Weeks

This semester at Gnomon I am also taking Texture and Shading part 2. I am lucky enough to have the same teacher that I had last semester, who is an excellent artist and motivator.

The first few weeks really were a lot of repetition for me, but that's great. I understand the concept and process a lot better this time around.

So for our homework we had to make 5 (or more) textures using Photoshop only.

Ideally you start with a very bare texture and build up from there. Then a spec and bump map had to be made, also using Photoshop only.

I will show the Color, Spec and Bump map that I made for one of my textures, to show the full process; then the final renders for the rest of them only.

The first one I made was a weathered wood that I like to call "falling cow".

Color Map


Spec Map


Bump Map



Maya Final Renders:

Weathered Wood


Metal Shipping Container


Brick Wall


Painted Paper


Concrete No Smoking


Environment sculpting and modeling - Week 2

Homework for our second week was a bit similar than the first week.

Again we had to kit-bash together a concept and then make it into a model. The difference this week was that the model had to be made in Zbrush.

As a complete Zbrush novice (never even had the chance to open the program before class) this was a challenge. A fun one.

I jumped on digital tutors and followed along with one of their tutorials called: first day in Zbrush.

I ended up making something that doesn't look great, but taught me a lot. Yes, it's laughable, but I am strangely proud of it. My first zbrush sculpt.

Skin Creature


Now on to the homework assignment. It had to be some sort of pillar, preferably stone.

Kit-bash


Zbrush sculpt 



Environment sculpting and modeling - Week 1

For this spring semester at Gnomon I ended up taking Environment sculpting and modeling.

So far the classes have been fun and relatively easy to follow.

For the first week we had to kit-bash (take pieces from several lamps and photoshop them together) to make a design for a lamp; then model it in Maya.

I choose a bit of an industrial looking lamp, that someone could place in a bar setting.


Kit-Bash:


Maya render:






Friday, March 13, 2015

Hard Surface Modeling class 1 complete.

For starters, this semester flew by so quickly.

Ten weeks. Like it was nothing.

I encountered a few challenges while taking this class.

  • What to pick for the final project.

I went from wanting to do a motorcycle (too difficult), to a gramophone (too easy), to a diving helmet (don't even want to talk about it ;)). Eventually I ended up modeling a gun. Something I really didn't want to do because I thought it was so un-original.
In the end, the gun I ended up modeling was actually a really nice challenge, and I am proud of the outcome.

I think the reason why I had such a hard time picking a project is purely inexperience, it led me to either over or under estimate how much time a particular model would take me to make.

Eventually I realized that it will always take longer than I initially think. If I think it will take an hour, it will probably take three. Of course as time goes on, skills improve and the process goes faster.
What took me an hour ten weeks ago, I can do in fifteen minutes now.

  • Where to start.

Too many days were spent not getting much of anything done, because I had what I called: 'modeler's block'. I compare it to writer's block. Staring at the screen, but not knowing where to start or what to do exactly. I knew the techniques, just had to put them to use now.

Eventually I moved passed it. I've learned to break the model down into simple shapes. Start with a cube, cylinder, sphere, etc, then go from there. Draw it out if I get stuck. Watch a tutorial or two on a similar subject, then apply those techniques to my own model. It worked, and I actually started to enjoy the process.

I'm going to take a break from modeling classes for now, but perhaps will do a creature or character design class in the future. On the schedule for this coming semester are texturing and shading 2 and a class on environment design for video games. The last one is the reason I joined Gnomon school of visual effects. So I am excited to start the next semester.

Onward and Upwards!



Note: The model actually isn't as condense as it shows on the wireframe render, just haven't quite figured out how to change the settings. :/


Wednesday, February 18, 2015

Here we are again...

Last week's textures didn't turn out all that great. The way they were set up (using the blend if option) was creating a few problems when trying to extract a specular and bump map.

I also came to the quick realization that working with organic materials like grass and sand is not the easiest thing in the world.

Long story short. Textures had to be redone. I am still having a few issues setting up the render correctly, using sRGB and color correct. At times it's confusing to know when to use what.
Will just have to practice more. :)

Anyway. Here's what the textures look like now.


~Coca Cola; damaged metal~


~Mario wall; painted brick wall with decall~


~Sanded wood~


~Graffiti Wall; cracked concrete with dirt and decall~

I do feel like the textures have improved since last week. However the details of when to use what type of color correction or how to properly make the bump, spec or gloss maps work, it's still a bit of a puzzle that I'm eager to figure out. I'll get there. Onwards and Upwards!

Now it's on to modeling. Till next time...




Wednesday, February 4, 2015

Layered textures using Photoshop only.

This week's assignment for texture and shading class was to create 5 textures using only Photoshop. 
This basically means you start with a very basic texture, bare bones, then building and blending with additional textures until something worth while gets created. 
Inspiration didn't come too easy this week, but a few of the files came out fairly decent.


 ~Worn metal; think vintage Coca Cola cooler~


~Moss covered tile roof~


~Sand covered wood floor; with foot prints~


~Graffiti wall; with paint splatters (itsa Mario!)~


~Last and actually my least favorite; concrete graffiti wall with dirt?~