In its current unlit, unpopulated state, this looks hilariously late 90’s. But all that’s about to change and be good instead.
If anyone of you lot manages to pre-emptively guess what this room is going to be, I will be marginally surprised - since there is a sign with the name of the restaurant in the room and that occupies like 6 pixels of screen space. So I’ll just tell you. It is - or should I say was oh hoo - Freddy’s BBQ Joint (House of Cards).
Obviously, this is wip. There are currently three textures in the scene and everything is like made out of boxes. Trying to maximise texture distribution by creating texture sheets first then the mesh second. It’s making UVing insanely easy and gratifying.
Texture wip. He still doesn’t have a mouth. Or maybe Princess Garnet cast silence on him.
The homework for the weekend was the Splash Damage Environment Art Test. I hate what I’ve made. Excuses, excuses, but I literally only had ~10-12 hours to commit to this, and I think that’s an inexcusable amount of time to spend on an official art test.
I started with a rough modular colour map to highlight each individual components of the piece I would have to model and then set straight to work in Maya. I absolutely love Maya. This is the first model I’ve built in Maya and I was so pleased that I could do it all with my graphics tablet *throws mouse out the window then sits in remorse as realise can no longer play Cookie Clicker*. Although, how do you symmetry?
I went to Max for unwrapping and general clean-up. Once the base mesh was ready I exported it to Zbrush to add the alphas, hah, what are alphas. It didn’t really work how I’d planned, or at all. After generating my maps with xNormal I took a screenshot. Here is that screenshot.
So it turns out the model isn’t tall enough and the normals are weird - I’ve never properly used them before, and definitely not on hard surface stuff. And probably other third thing that’s wrong with it.
My tutor mentioned there was some sort of test with this assignment and that’ll we’ll all fail it - what is it, Iain, why are you so cryptic?! Is it the fact I can’t see the back, or it isn’t textured. I’m interested to see how I failed, and badly.
Also, DOES ANYONE EVEN KNOW WHAT THIS THING EVEN IS?
Retop’d and unwrapped and ready to go to the fun part.
I used 3D Coat for the retopology and it actually made it shamelessly enjoyable. Due to the pose, this character isn’t going to animate well, or at all for that matter.
I need to work on a xingy cooking-related catch phrase I can give him.
Current project which is still very much work in progress. Ignore the fact he doesn’t have a mouth or eyebrows or hair - they’ll come later. If you didn’t already gather, I present to you a chef, with a penchant for… cooking… and French agricultural studies… and Caramel Koalas…? He’s going to be a bit of a bastard.
The style is based on the beautiful illustrated look of The Backwater Gospel. If only. Ignore my laughable inability to draw. Haa!
I got the rope IMM brush from the good kind of Bad King.
This is that guys wife. They both have scars over their left eyes… that’s how you know they’re married? No, it was just a poor design choice. Don’t look at the plait! Hahah. That’s not quite how hair works. But if my hair was thick enough, I’d totally go for this ‘do. Another quick sculpt, I’m quite enjoying these.
About two hours sculpting trying out Dynamesh w/ Polish - which I diggy dig as it really quickly creates definitive shapes. I need to practice placing eyes and wrapping eyelids around them so they don’t look like two bulbous nuts… walnuts… I wanted to give this guy a huge braid, but then I got used to how he looked bald. I will consider changing my mind.
Current project (WIP) - serious brownie points if anyone guesses who this is supposed to be (it’s Korso from Titian A.E.) I need to look into MatCaps and rendering before I continue because there is an awful lot of bloom at play here. Why? Maybe play with the sculpt a little more because his right eye appears to have shrunk. Or maybe that’s just a side effect of being such a bastard.
A cheeky little rat dude. I followed the Dota 2 character guide for the texture, but struggled somewhat when it came to baking the occlusion and point light maps both in brain power and processing power. I’m also really hating on retopology atm. Really, really hating on it. It’s a really cumbersome part of the pipeline and I’m still researching ways around it (to little avail). I wish I hadn’t given him such dumpy little arms, so that I could have posed him.
High poly & low poly mesh w/ texture.
I built a brick wall so I could bang my head against it.
I’ve been challenged with creating textures using ZBrush. First effort, well second, as my first brick subtools were too dense for an IMM, so that never really materialised. But we learn. I enjoyed doing this. Got a lot of affection for the brick right now. When (if) the weather picks up, I’m going to take my own photo reference for future sculpts.
Texture cred: http://www.mayang.com/textures/
So our latest homework was to create Michael York in Logan’s Run. Now, I’ve never seen Logan’s Run, and the assumptions I’ve made about how he should look are based on a very crude Google Searches.
I tried to go for that old 80’s poster style with the texture, you know, lots of noise and general garish skin tones, but, it didn’t turn out exactly as I’d hoped it would. Or at all.
I’m looking forward to making something a little more stylised. Creating /realistic/ models is kind of stunting my learning process at the moment.
I’ve started my Masters at Birmingham City University now - and yes, I am enjoying it. :D
As part of our homework, we had to complete the Splash Damage Character Art Test, and then create a game-ready low poly character from the sculpt.
This really isn’t the best, but if you’re interested in how I made it, and why wouldn’t you be? I posted it on my University blog http://lucyannalowe.blogspot.co.uk/
I seriously struggled with this, and didn’t quite understand the pipeline, but I’m definitely a lot more confident about my next character now. Bring it.
Work in progress Victorian styley lamppost. Really not sure how to make this texture interesting… I need a long hard think. And cake. Lots of cake.
This is nearly, nearly there. Just a few more tweaks I need to make to the diffuse and then it will be done.
This is a road sign I see every day on my way home from work when I’m stuck in traffic, and for some bizarre reason I really like it.
I created all the textures myself from photographing miscellaneous road stuffs from within a 200m radius of my house.
I’ve decided that the only way I’m going to understand Zbrush is if I tackle it head on.