Thursday, December 16, 2010
Tuesday, December 14, 2010
I posted the concept art first, so you guys could finally see what I was generally going for with this project. Since I only had a couple weeks to work on this, I didn't get around to the little adornments and what not, but I was happy with what I got finished so far! My favorite brushes during this one would have to be Slash3 and Clay Buildup. I'm going to work on some poly painting first to see how it works out, but if it doesn't look good enough, I'll try a UV Master unwrap and conventionally texture her after I add the last pieces.
The final product. The hair took work, but I got it the way I liked it. I used a sphere tool in Maya and began pulling out vectors downward. Then I went into zBrush and doubled its poly count which also smoothed it out. Then went back to Maya and did it again, and back to zBrush again, etc.
Getting him in this pose was a bit difficult, but it was possible. The sword is supposed to bend and such, but there was a polygon error that made a shape poke out irregularly when rotated. But this is good enough to make me satisfied with this model.
Getting him in this pose was a bit difficult, but it was possible. The sword is supposed to bend and such, but there was a polygon error that made a shape poke out irregularly when rotated. But this is good enough to make me satisfied with this model.
Sunday, December 12, 2010
Peacoat: Sword edition (Week 13's progress report)
The sword that will detail my guy in his peacoat. I designed the sword in Maya after the human spine. The handle would be where the hips are located. I sharpened some of the edges to give it more of a "cut" feel. I don't think there is much need to change this in zBrush. Next version will be my final version with the man in the peacoat.
Thursday, December 2, 2010
Peacoat: Hair
Bad hair is bad. I used some of the raking tools and movement brushes, but I couldn't get it to mesh into hair. It will take a lot of time to get this fixed up but hopefully I will be able to make this look decent.
I've been also working on a weapon in Maya, so most of the attention is split in half.
I've been also working on a weapon in Maya, so most of the attention is split in half.
Wednesday, December 1, 2010
Project 5: Bunker
Here's the final version of my environment. The base mesh was created in Maya then sculpted and polypainted in ZBrush.
Below is a shiny version of the final sculpt just so you can see the detail clearly. Total time is somewhere between 7-12 hours. I used the Slice and Smooth brushes to make the crevices between the wood planks and the ground. There was a brush for making a wooden walkway as seen in the trenches so I used that and the alpha it came with; nothing special there. Everything else is just a combination of zadd, zsub, and smoothing with the Standard brush. Finally, I used the Crumple brush to add a... Crumply texture to the ground.
The polypaint took a couple hours to complete. I started with the light brown texture across the entire thing then added the concrete and dark brown textures. Finally, I added a wood texture for the planks on the ledges of the trench, and black in the middle of the craters to make it look more like a scorch mark.
The pipeline was definitely much quicker this time around. I still made a few mistakes but I definitely avoided the ones I made on my first project, and managed to turn it around in less than a day's worth of time.
Below is a shiny version of the final sculpt just so you can see the detail clearly. Total time is somewhere between 7-12 hours. I used the Slice and Smooth brushes to make the crevices between the wood planks and the ground. There was a brush for making a wooden walkway as seen in the trenches so I used that and the alpha it came with; nothing special there. Everything else is just a combination of zadd, zsub, and smoothing with the Standard brush. Finally, I used the Crumple brush to add a... Crumply texture to the ground.
The polypaint took a couple hours to complete. I started with the light brown texture across the entire thing then added the concrete and dark brown textures. Finally, I added a wood texture for the planks on the ledges of the trench, and black in the middle of the craters to make it look more like a scorch mark.
The pipeline was definitely much quicker this time around. I still made a few mistakes but I definitely avoided the ones I made on my first project, and managed to turn it around in less than a day's worth of time.
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