Sunday, 21 February 2016

Personal work - Landscape sketches



Above are two quick limited pallet sketches. These sketches remain largely unfinished as I was discouraged during their creation. I felt conflicted with my approach to each of these and I feel like preparation or initial sketches would help beforehand.
Personally I don't like either of these and I would like to improve my environmental work.


This image was a more refined environment design. I utilized more contrast between light and dark as well as using photographs during the initial stages of the piece. I feel like this image came out much better than the previous two and it rectifies some problems I had with them. I still think I should try loosening up my style more and implementing more colour variations within my paintings.


Here are some quick thumbnail sketches. I trialled a new work flow for thumbnail creation within photoshop. These thumbnails took approximately 5 minutes each and I tried to experiment with colour for each of them.

Personal work - character concepts



Above are two quick character concepts based on a few silhouettes I created over the weekend. I opted for a monochromatic approach as I wanted to work on my usage of tone, looser sketching style and readability. I feel like I had some minor successes and more importantly I had a lot of fun creating these~

As for critique I feel like I need to work a LOT more on anatomy and I should use references a lot more to help create more believable images. I should also look into workflows that allow me to go from a monochromatic painting to a coloured painting.

Personal work - zBrush rendering






For this model I wanted to focus on the rendering aspect of zBrush. I devised a quick demon-like character within zBrush and used the internal rendering within the software. I used a blade runner inspired material to add interesting rim lighting to the render as well!


This next render was created using Marmoset Toolbag 2. The render itself looks rather bland as I did not texture my model which in hindsight was a missed opportunity! This does however give me reason into looking at UV mapping within zBrush instead of exporting into Maya.

MT2 is a very nice renderer however and I intend to use it for more of my future 3D work!

Personal work - Dr. Pepper bottle



Here is a quick model of a Dr. Pepper bottle that I made and textured. The main purpose of the creation of this model was to refresh my memory on UV mapping as well as testing the quality of renders in UE4. This also gave me a chance to see how high quality images (in this case a wrapper) transfer over into a game engine.

There are many improvements I would like to make for this model as well as many experiments that could derive from this such as experimenting with making more plastic looking textures, creating clear/opaque meshes as well as working within UE4 to refine my materials.

The baking process also appears to have created some errors in areas of my model - probably due to the problems I had with my cage within Maya.

From this model I will take what I have learned and apply that to my future models and experimentation.

Saturday, 16 January 2016

Personal work - More zBrush models!





Leading on from my previous models, I opted to create additional ones to practice creating detail, building and rendering anatomy, producing different shapes and alternative processes within zbrush.

For this model, I wanted to create an organic creature with contrast between a much harder surface (such as shell or bone).

I feel like the model was okay in the end, some issues with the model (particularly the feet) prevented me from accurately rendering some anatomy which created some wacky looking feet.

I decided to leave the model unpainted and move on. I enjoy pumping out a variety of ideas using the software and the more models I make, the more familiar I will become with zBrush and the better the outcomes!



For this next model I used a mantis shrimp and a praying mantis (the ultimate mantis!) for inspiration. For this model in particular I played around with alphas to get some nice texture around areas of interest on the model. I left certain areas smoother to create less noise on the overall finish. I think the usage of alphas allowed me to create a much more realistic and varied model (without relying too much on the build-up tools). Critically though, looking back a large part of the model feels unfinished and less rendered than the other parts. I should use and apply references more for these areas to fix the issues.

Hmm. Maybe I will revisit this one day, but first I'd like to experiment with painting models a little more!




Below are some experiments from painting the model. The light blue render is the original one whereas the others are the same model but with different materials selected to view their effects on the model. I really enjoy the demonic mantis in red, probably my favourite of the bunch! painting can be quite a pain in zbrush. I should compare the differences and benefits of painting within the software compared to painting onto the UVs!






Personal stuff - zBrush Models.

Over the past few weeks I have been developing my skills with zBrush and various other programs via experimentation or research into techniques and workflows.

This first model was a quick sculpt of a head. I was toying with the idea of a very muscular and visceral face. I decided to focus mainly on the face as that was my main idea without worrying about the rest of the body.

The model came out relatively well in my opinion. I put most detail into the front and sides of the model as my original plan was to create a render and export it over to photoshop. At the end, however, I disliked the outcome and decided to scrap the rendering process and move onto a newer model.












Here is the second model I created. As before, I focused more on the head and torso as I wanted to port the model to photoshop to paint over and complete the concept. I decided to do a rough paint over within zbrush to toy with the colours and explore my options. Looking back at the model, I noticed that I had made the mistake of painting on light and shadow onto my model instead of allowing the zBrush renderer to create them!



Here is the final image created from the render I exported to photoshop. I added my own lighting (which in retrospect was a terrible idea and is something I should work on!) I also painted in additional details and added more depth to the image via a gradient and fading out areas of the model that were further back.

Friday, 8 January 2016

Handpainted Barrel.


Here is the albedo map from the hand-painted barrel I created today. For a first attempt at hand painting a texture I think the outcome is acceptable. I do need to take into consideration the position of seams when painting my textures as too much detail closer to the seam can cause it to stand out from the rest of the model.








The texture fits nicely onto the model with no real problems aside from the aforementioned seam related issues. In future models I will experiment more with different approaches to creating texture such as wood grain and rusted metal. I will create another hand-painted model to gain some more experience with UV mapping and organizing my photoshop files more.