Showing posts with label studies. Show all posts
Showing posts with label studies. Show all posts

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 

2017/05/10

More 3D anatomy



Better anatomy and better rotation GIF.

Last sculpt left me with the feeling that I can do better or more like I SHOULD do better.

I started with same process as last time but then I thought "hey! let's do the rest of him! ~yaaaay~" (<-that may be a lil bit exaggerated).


I just drew out his legs from his torso and if the look flat... well - they are. They would be like 5 centimetres wide. 
Not wide. It's Z axis ( Y axis in blender) so it's depth I presume. 


I changed proportions 


Added some bulk


Then I kind of marked where the muscles are. I didn't put any form yet. It goes later. 


And then I ended up changing everything and repeating the process once again.


Few times.
I said that many times but if something is bad - change it. Even if you spent on it few hours.
I mean as long as it's not a commission and you're not constrained by the time limit.


That's how it looks in a close-up.


And those are crippled hands with non-functional thumb or whatever.


And that's how it looks now.

Throughout the entire process I was using awesome references made by Rafael Grassetti. 
Really really dope stuff. Just google it and let it sink.

Now I have to retopo it and it would be probably a good idea to also finish my Day #13 of Istebraks 14 day challenge.


Hope it helped somewhat.

That's it.
So long