Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

2017/07/01

3 moths worth scrap pile



Three months worth scrap bundle... April/May/June Ladies and Gentlemen.


Buzz Astral from the Toy Story.
Wanted to visualize him, make front, back and side view and then model it but I lost all the interest.


Some poses and stuff. I gave them smileys with the attitudes I wanted them to have, I choose one and started the refinemant process...Basically I wanted to do something similar to what I did few years ago.


(which you can see here ^^ and you can see the entire process here).


Wanting and starting is sadly all I did :/ 


Next one is generic soldier. I'll show you process of his creation later, but I'm stuck here and I'm not willing to push it further.
He has decent topology - totally ready for animation but I gave him so heavy and complex shader (textures and all that stuff) I can't open it with Blender without getting a crash every 40 seconds :D 
I've fucked up big time... I know what NOT to do now...


That guy^^ this one wasn't meant to be animated so it has some clipping problems. 
I modelled him, left a town for a week, and when I was back I decided to do some Rigging/shape keys animating. 
It looks cringy - but it serves its purpose, which is showing that I have layered animation. 
I have some mid-process renders so you may expect entire post about him as well.


Then I wanted to redesign the Nonosuit from the Crysis game. Fantastic design BTW. 
In a game a suit had symbiotic relation with its user. I tried to give it more parasitic look. For example spine and helmet form that "facehugger" (the one from Alien films) shape and all the metal parts look (at least from behind) like the were wrapping around him.


I wasn't happy with the first try so I scrapped it and stuck on torso muscles retopology...

 

Some thumbnail of storm painting. Had like 6 of the on a page but it looks like I cropped it, left as it was and saved that way... 


Some female face painting practice. 


I'm trying to create some reusable 3D assets that I could use in the future.
Low-poli tent model with applied normals map. Those stretching lines (or whatever they're called) are just simple double sided 2D planes so two of them are not visible at this angle. Sorry for potato render.


The last one I've finished yesterday and you'll definitely see process pics in few days. 
I was pissed off by the Crysis guy fail, so I decided to do something easier so the generic future soldier bust it is!



That's it.

So long 

2017/05/28

Sci-fi pilot - Day 5 - final


Oh boy - the last day was productive.

As I said yesterday I unwrapped that model but I wasn't happy with it so I decided to redo it.


I took that ^^


Molded into that^^


and after applying it to mesh it looks like that^^


so if I paint that on top of texture^^


the model starts to look like that^^


and finally becomes this ^^ :D


I did my homework and learned how to apply normal maps correctly day after I finished that so if I were to redo that now it would look better.


The reflectivity is feeded by B&W mask. The darker the mask is the shinier the model is. 


The material is controlled by RGB mask  - red channel is for metals, green one is for material (or more like rubber...) and the blue one is for glass (like visor).


And that's how the model looks with ambient occlusion mask applied.

The reason behind all that masking mambo-jambo is that I wanted to export it to Unreal Engine 4.
I didn't but at least I know the workflow now.



I also tried to animate walking cycle just to test some tools, rig and my general gut instinct. 


That's the first try


And that's the second one. 

I'm John Snow of animation so don't cringe too much.
Hands are deforming in a weird way... guess that's the bad morphing cage problem.
Shape Keys are on my TODO list for tomorrow so it shouldn't be a problem in future models.



And here are high res renders of her. I hope that the blogspot won't scale them down terribly.



+ a small rotator of final product.


I've never seen that many "ands" in a written text. Guess that's another thing to work on.

That's it.
So long.

2017/05/26

Sci-fi pilot - Day 2 and 3


So yeah... I was too lazy to write something yesterday.


I retopologized her hands and feet


I was using subsurface modifier (< this temporarily devides squares to 4 smaller squares so it gives me better look) during the retopology process and that's how it looks without it.


At that point I'm happy with my topology and I'm starting to add some straps and stuff. 


I put some basic shaders on them and that, I think, is the very moment when I said "goodbye" to my subsurface modifier.
I was switching that on and off, and then I decided to delete it and give some more loops in places like midriff, belly button. Basically everywhere where it needed more topology. As I said 4200 verts is the goal (for the base mesh at least) so I had to put those bonus quads rather sparingly.


And that's the only thing I was able to do yesterday. I mean some shader tweaks (I know I will change it million times but its purpose is to give me some directions), earpads and respirator is not bad for circa 3 hours of work for someone that creates his first animation-ready 3D model, but I wish I could do more.


That's it for today.
Back to work,
So long

2017/05/24

Sci-fi pilot - Day 1



So I decided to do a bit more advanced stuff...


I even started with the concept art. Well... maybe not real concept art. More like 3 basic views of what I had in mind. to have something to start the modelling with.
Pushed proportions, few straps, some hard surface and the basic idea is ready.
I was thinking about Sci-Fi jet pilots and stuff. Something that'd be suitable for games.


I started with basic, low-poli mesh, somewhat resembling my "pilot" proportion-wise.


Defined her anatomy more



and more


and more


and then I put on her some details like shoulderpads, straps, helmet, and stuff like that. 


And then the retopo* has begun...
I'll do the hands and feet separately later. 

*Long and boring process of covering your super detailed mesh with more policount efficient version. 
Original had 250k vertices and retopologized model have 4200 of them. Not yet game ready but it's good enough for animation. 

I'll keep you informed about the progress.

That's it
So long

2016/12/09

Shooting Target Knight

#HeroPetChallenge

Piece made for #HeroPetChallenge
Albert and his penguin Arthur... or something.
Oh boy, that was fun to draw :D

Here's full pic


and...

So yeah... I'm uploading process here now, and I'll update the text as soon as it's possible :D




So long