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