Zbrush & Photoshop
Monday, 14 April 2014
Wednesday, 2 April 2014
Wednesday, 19 March 2014
Game_Character_Update
Just a little update on where I am with the real time character iam working on. I finished the hi res model last week and spent the start of this week retopolgising to give me a game ready mesh. Below is an image of the two models the one on the right is the hi res sculpt consisting of about 65 million polys and the one on the left is the game ready mesh consisting just under 20k polys. However i still have to model the hair witch will take it up, iam hoping to get it under 25k polys in the end.
Wednesday, 12 March 2014
Orc 3D illustration
Managed to get my orc painted and rendered. I used zbrush 's BRP render to take out different passes then comped them together in photoshop.
Labels:
3D,
Character Modelling,
Zbrush
Real-Time Game Character WIP
Been working on a real time game character, here is a WIP image of the character. I am creating the high res mesh just now, once that is done i will retopologise the mesh giving me the low res mesh.
Labels:
3D,
Character Modelling,
Game Character,
Zbrush
Tuesday, 11 March 2014
Thursday, 6 March 2014
Male_Sculpt
Male anatomy study. the aim for this was trying to get it as realistic as I could. I am quite happy with the way its turned out. no reference was used it was all based from inside my head. It was also done entirely in Zbrush.
Labels:
3D,
Character Modelling,
Zbrush
Thursday, 20 February 2014
Texturing
Some more test renders of how the textures are looking. Still got to do secular maps for all the objects. Keep in mind this is only a test scene. once all the texture maps are done I will set up the final scene using mia x materials and the sss fast skin shader. I also need to find a way of doing the hair, just trying to find the best and fastest way to do it but yet still looking good.
Labels:
3D,
Character Modelling,
Lighting,
Texturing,
The Thief
Friday, 14 February 2014
Lighting Tests using IBLs
I really should be finishing the textures before I start lighting but I couldn't help myself. Here are some lighting tests using ibls. I feel that using ibls gives me a more realistic lighting effect and its easier to set up! ha. Quite happy with how these are turning out but I wont know for sure until all the textures are completed.
Thursday, 13 February 2014
The Thief Model
Here is a split screen of the base mesh (left) and the finale displaced model. Iam quite happy with how the displacement maps are turning out in maya.
Wednesday, 12 February 2014
The Thief base mesh finished
Here are some renders of the finished base mesh without the mesh being displaced with details the entire mesh is 36624 polys. Its a little higher than i was aiming for my goal was to keep it under 30000 but I am happy with that. Managed to get the torso and head fixed and uv'd. Next step..Texturing!
The Thief update
been working pretty much non stop on this, had a good couple of weeks. Got everything sculpted and uv'd apart from the torso and head. I ran into some problems with the base mesh so trying to fix that. Managed to put some more details in the face such as pores and wrinkles
Wednesday, 5 February 2014
The Thief WIP
Here is the first character model I am working on. I managed to finally get into zbrush and started to detail the various parts. I am quite happy with how things are turning out however there are still a few things needing to be done the hands mainly, everything else just needs touched up. After I have finished detailing I am then going to retopologise various pieces before going on to uv them.
Monday, 3 February 2014
Last semester
Been neglecting my blog for a while so i thought i would get back on it. My last post was before the new year, my plan is to post every sunday.
To start of with there has been some changes regarding my specialism subjects. After the advice i had been given from Jill at axis animation i have changed my second specialism from compositing to texturing as i feel its more related to modelling. I have also decided to step back from the divided to concentrate on personal work for my showreel as it will give me the best chance to show of my skills. For my personal work i have decided to model three realistic human characters. So i will be posting updates of them during the semester.
I have also been texturing for the film papa. Here are some images of what i have been up to.
To start of with there has been some changes regarding my specialism subjects. After the advice i had been given from Jill at axis animation i have changed my second specialism from compositing to texturing as i feel its more related to modelling. I have also decided to step back from the divided to concentrate on personal work for my showreel as it will give me the best chance to show of my skills. For my personal work i have decided to model three realistic human characters. So i will be posting updates of them during the semester.
I have also been texturing for the film papa. Here are some images of what i have been up to.
This was my first real go at texturing a character. I it was done using Mari. I feel i did a decent job however i feel i could of laid out the uvs a bit better especially for the face as i feel it needed more texturing space.
A WIP image of the truck textures
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