I finally finished the concepts! I took colors from my capstone concepts and used them here. Here is the final image.
Sunday, February 14, 2016
Monday, February 8, 2016
2D/3D HW5: Final Character Mockups
Here is my submission for homework 5.
Here, I chose to work on designs E, F, and J . Later on I will work on them and perfect their designs.
Here, I chose to work on designs E, F, and J . Later on I will work on them and perfect their designs.
Sunday, February 7, 2016
2D/3D HW4: Mesh Inserts
Here is my submission for homework 4.
This time we dealt with mesh inserts! They were pretty fun to use. Here are four insert mesh brushes that I made for my character: two jacket clasps, a button, and a pocket.
This time we dealt with mesh inserts! They were pretty fun to use. Here are four insert mesh brushes that I made for my character: two jacket clasps, a button, and a pocket.
Sunday, January 31, 2016
2D/3D HW3: 12 Iterations of Body Types
Here is my submission for homework 3.
Man this was a loaded homework assignment. This time around we took the four body types we made the week before and made two more iterations off of them using the Layers function inside of ZBrush.
I am still very new when it comes to ZBrush so some of my sculpts didn't turn out the way I wanted them to. My sculpting got better as i went along, and so far I am only satisfied with the faces on the last 3 iterations of the bodies. I learned from another classmate that I cannot add/insert more tools on layers, so to make clothes and add eyes, I duplicated the original mesh with the layer information on them, then pressed "Bake" on the layer that I wanted to keep as the duplicate. That way, it creates a new subtool and I can add anything I want to it. I used the Mask and Extract functions to mock-up some quick clothing for the character.
Man this was a loaded homework assignment. This time around we took the four body types we made the week before and made two more iterations off of them using the Layers function inside of ZBrush.
I am still very new when it comes to ZBrush so some of my sculpts didn't turn out the way I wanted them to. My sculpting got better as i went along, and so far I am only satisfied with the faces on the last 3 iterations of the bodies. I learned from another classmate that I cannot add/insert more tools on layers, so to make clothes and add eyes, I duplicated the original mesh with the layer information on them, then pressed "Bake" on the layer that I wanted to keep as the duplicate. That way, it creates a new subtool and I can add anything I want to it. I used the Mask and Extract functions to mock-up some quick clothing for the character.
Here we are! This certainly was a tough homework but I did learn a lot!
Sunday, January 24, 2016
2D/3D HW2: Sculpting 4 Body Types in ZBrush
Here is my submission for homework 2.
Boy howdy, this was a challenging assignment. I've never spent so much time in ZBrush, so this was a daunting task. The character I am trying to rough out is the main character of our capstone game, a girl named Arya. I will show some in progress and final pictures of the process.
This is where I used Dynamesh for the initial sculpting:
When I was done, I watched the video on ZRemeshing and used that process too:
When I made the basic topology, I made renders of the bodies and painted over them with some simple clothing.
And here are the final renders of the whole bodies without the clothes.
Boy howdy, this was a challenging assignment. I've never spent so much time in ZBrush, so this was a daunting task. The character I am trying to rough out is the main character of our capstone game, a girl named Arya. I will show some in progress and final pictures of the process.
This is where I used Dynamesh for the initial sculpting:
When I was done, I watched the video on ZRemeshing and used that process too:
When I made the basic topology, I made renders of the bodies and painted over them with some simple clothing.
And here are the final renders of the whole bodies without the clothes.
Thursday, January 21, 2016
Art Common II: First Mood Boards
Here are two mood boards I created for our capstone game "Child No More".
I got a lot of influence from an artist named Thomas Scholes, who uses choppy textures to build up environment and lots of squares and rectangles for broken down buildings. Here is an example of his work:
I also like Anthony Eftekhari's thumbnails; they give off a perfect reference for the type of lighting the game could use:
And here are two of my mood boards:
I got a lot of influence from an artist named Thomas Scholes, who uses choppy textures to build up environment and lots of squares and rectangles for broken down buildings. Here is an example of his work:
I also like Anthony Eftekhari's thumbnails; they give off a perfect reference for the type of lighting the game could use:
And here are two of my mood boards:
Saturday, January 16, 2016
Semester 2: The first 2D/3D Homework! Posing in ZBrush and Maya
Here is my submission for homework 1.
Welcome back to a new semester here at FIEA. I am already overwhelmed with the things that we have to do but I am ready to learn!!
This week's assignment was learning how to pose finished characters in ZBrush and Maya for portfolio purposes. The first picture is my pose I made using ZBrush's transpose tools and the second is using Maya's joint and rotation method.
Even though Maya's method took me a lot longer, I feel like I had more control over the movement of the character's limbs and all. The transpose tools are pretty difficult to deal with. If I ever get to the point where I can pose a finished character, I think I'd go the Maya way.
Bonus: a character sheet!
Welcome back to a new semester here at FIEA. I am already overwhelmed with the things that we have to do but I am ready to learn!!
This week's assignment was learning how to pose finished characters in ZBrush and Maya for portfolio purposes. The first picture is my pose I made using ZBrush's transpose tools and the second is using Maya's joint and rotation method.
Here are some screenshots of using the skeleton in Maya:
Even though Maya's method took me a lot longer, I feel like I had more control over the movement of the character's limbs and all. The transpose tools are pretty difficult to deal with. If I ever get to the point where I can pose a finished character, I think I'd go the Maya way.
Bonus: a character sheet!
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