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.

Tuesday, 15 December 2015

More maya lamps!






















I created two more lamps to better familiarize myself with the program, as well as for practice!
The first lamp (above) was created from a more minimalistic design. I used the basic form of the lamp as a way of practicing the creation of more symmetrical designs.






The second lamp (also above) was a more complex design! There are some obvious artifacts in the mesh that require some attending as well as an issue with the smoothness of the lampshade (which was being rather finicky!). Building off of these lamps, I may look into other more complex designs and try to replicate them within Maya! I also need to work on refining and preventing artifacts from appearing.   

Thursday, 3 December 2015

3D Modeling - Maya Introduction - Primitive/Basic Shapes - Desk Light 1


Yesterday after being introduced to Maya, we were given our first task of modeling a desk lamp with the software; focusing on the more basic shapes used to create an object at first. Initially, I was rather overwhelmed by the software despite my experience (although little!) with zBrush.

Maya feels similar to zBrush but different in a multitude of ways. Some of the shortcuts are very similar as well as navigation and the depth you can take a model in, although rather than sculpting a model in a sketchy-experimental manner, you are left with the tools to play with and precisely create objects a polygon at a time.

In this initial stage I grasped a few basic techniques for modeling in Maya but focused more on the basic object manipulation in general. My first lamp (below) turned out as expected - very basic. Critique on my model is rather hard at this point as we have only one workshop on the software so far. I could bevel the edges of parts of the lamp, for a smoother finish.




From this initial lamp (2 hours of figuring the program out!) I was tasked to create a second lamp outside of the workshop.  This is a rough model I created in around 30 mins, which is a lot faster than the first lamp! As the focus was on basic shapes, that is what I focused on.




I will continue working on this model to increase the quality. The lampshade needs to be thinned out on the inside and better curvature should be added to the body of the light for a smoother transition in shape.

I do like the beveled edges I added to the base as it feels much less rigid and stiff, although they could be a little more rounded to enhance the appearance. 

Wednesday, 18 November 2015

Contextual Studies: Seven Stories examples.




Overcoming Evil - Earthbound


Within the game Earthbound, the protagonists are sent on a quest to overcome evil bent on the destruction of the world. This game could easily fit more of the story types, however I feel that it best suits overcoming evil due to its prevalence within the game.

Rags to Riches - GTA 4


In GTA 4, you play as an immigrant that comes to America with the hope of making it big. Going from barely being able to afford rent money to purchasing high-end cars and other vehicles. This is a good example of rags to riches, despite the game title being rather controversial around the topic and others.

The Quest - The Legend of Zelda


A very good and easy to see example. Every LoZ game is layed out in a very similar fashion; the hero, Link, sets out on a quest to rescue the princess Zelda and the city of Hyrule or in some cases, the world. The game follows the quest story very closely, and the character archetypes found also mimic this.

Voyage and Return - Metroid Prime 


The reason I picked Metroid Prime for this story type even though the game fits many others is due to the repetition within the trilogy. Samus Aran lands on a planet, voyages through multiple areas and returns to her ship at the end of the game. The games lack an obvious storyline, which allows the players to imagine and immerse themselves within the game world; exploring and creating their own adventures.

Comedy - Simpsons Hit and Run


The game is essentially a parody of the GTA series with humour one would expect from The Simpsons characters and franchise in general. The fact that the game is somewhat a parody easily allows it to fit into this category.


Tragidies - Fallout


The franchise as a whole revolves around the tragidies and effects of nuclear warfare, as the game places you in an environment and setting where you lose your former life/family/companions and venture out into the disastrous wasteland.

Rebirth - Skyrim


Although Skyrim could easily fit into any other category, I feel like the story as a whole fits much more tightly into this category. At the start of the game, you play a prisoner waiting to be executed. When Alduin appears, it is almost as if your character is "rebirth" and given a second chance where you ultimately end up saving Tamriel.

Thursday, 12 November 2015

Self evaluation


Well, that was fun!

I really enjoyed working on each of the assigned tasks we were given and I feel like I am improving much more as an artist. Over the 3 tasks we were set I am starting to see much more confidence within my work and practice as a whole - this is evident in my 2nd and 3rd task as I became more expressive with my mark makings and focused less on over rendering a final piece. I also think that I am becoming much more efficient and organized with how I progress through a task, brainstorm ideas and create digital paintings. I feel like I have learned and got a hang of the process behind character and environmental concept design now and I want to improve on that foundation.

If I were to do any of the projects again, I would definitely be much more experimental and use all resources available to me. The jump and experimentation with 3D during the 3rd task also made me realize this. I also noticed I can get too caught up in an idea that I generated early, instead of investigating and pushing the designs further. This I would also correct, if I were to repeat the tasks. Time management was also an issue for me; too many times I would find myself bummed down by a piece of work only to procrastinate for too long over the thought of failure which is something that I need to

I was happy overall with the skills I have developed over these short weeks and I have taken a liking to 3D modeling as well. I am also becoming much more interested in the processes behind the creation of concept art, which may lead me into more experimentation and diversify my future work.