Showing posts with label face. Show all posts
Showing posts with label face. Show all posts

2017/10/03

Monthly Scraps - July/August/September 2017


Scrappy batch from last few months. Enjoy (or don't... whatever man). 

These sketches are kind of inspired by what I was doing at the time - mostly watching films :D 
That's the one of the advantages of having two screens. 


I've no idea where these come from ^^


That on the other hand is a rip-off of the Yeseo - Million Things album cover. 
An album itself is 28 minutes long, and so was the painting process. 



Some action films and stuff.


That one I did while watching Pumping Iron. 
I don't like it one bit but hey - it's the Monthly Scraps series - that makes it the perfect place for all the trash.


Birdman again...


The last Samurai^^ Film was good. So good that I didn't feel like painting while watching so there's only rough storyboard like sketch.


Tnspired by some fantasy book and maybe a little bit by Lucifer TV show^^


One and only Pulp Fiction. Gosh - I love that film. 
I got kind of carried while painting Vincent and now he resembles Emhyr var Emreis more then Travolta...



Some random trash^^

I did some 3D stuff too, but I don't feel li9ke showing it yet. Maybe next time.

That's it,
So long.

2017/07/02

This one's old

That one I did 2 months ago. Simply forgot to include him in the latest post. 



It was kind of important for me though. The main reason is I learned a lot about correct topology.
It doesn't mean that I became good at it at that point - just a little bit more aware of what it should look like.


If you check the name of picture you'll see that it's "Woman_face_2_DX_RX". 
D is from Day, R is from Render. Every day has different render count. 

The funny thing is that I was painting and sculpting only females and this one started as one as well.
I remember that I left the naming convention as it was because I wanted to make some point about that...I don't remember what point tho' - Sorry.


I've changed her face lil' bit and that's what came out.


Refined it further,


and further,


and further.


Then I retopologized him,


and applied a normal map baked from that high-res mesh.


It didn't look good so I retopologized it once again from a scratch, baked another normal map and it was even worse...


So I repeated that few more times and that's how it came out at the end.
I made few mistakes and the biggest are:
-bad topology (with too many poles in places they shouldn't be) which was creating those triangular darker artefacts;
-baking the normal map with too low tolerance (it's called ray distance), which was creating some of those artefacts;
-applying normal map in a wrong way, which wasn't showing correct "fake" geometry distortion and details.


I've learned a lot since then.
I'll post some more recent stuff later.

That's it,
So long

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 

2017/04/30

Female head model - part 3

I retopoligized it!

It's not the best topology but it's not that bad for a first head retopo...


That's high resolution model.


That's low resolution model. I changed the ear and skull a little bit before retopo. Sorry 'bout that. I forgot to render the proper before and after.
The fact I rendered both, the low and high res mesh at once doesn't help neither. It gave me that weird patch on her clavicle area. Sorry 'bout that too. I didn't noticed that the render visibility for high res was still on.


And that's low poli mesh with UV layout as a texture. It's pretty dense mesh but the entire model has like 6 pairs of poles (vertices that are connected to more than 4 edges) and none of them connects to 6 or more edges. It doesn't have any triangular faces too so it's not that bad for first head I've ever did.


I also started texturing but as I moved to normal maps I realized that I'll have to do that again... 
so that's just temporary texture (WIP to add to that...) 

TO DO LIST:
-fixing what has to be fixed;
-recreating eyeballs;
-retopo and  UV unwrapping;
-texturing (in progress);
-creating some normal , ambient occlusion and specularity maps (in progress);
-exporting to Unreal Engine 4;
-MAYBE rigging, animating and putting some hair on.

That's it.
So long

2017/04/27

Female head model - part 2

current verison*


old version*


I fixed the eyelids and jaw, remodelled eye from a scratch, and switch to Cycles render engine.
That way I was finally able to give her more skinny colour. Nothing fancy yet though. Just a simple diffuse + glossy shader.
No fresnel, no reflectivity. 
I already started the retopo process.

TO DO LIST:

-fixing what has to be fixed;
-recreating eyeballs;
-retopo and  UV unwrapping;
-texturing;
-creating some normal , ambient occlusion and specularity maps;
-exporting to Unreal Engine 4;
-MAYBE rigging, animating and putting some hair on.

That's it.
So long