Thursday, 22 October 2015

Dumbbell Winter Model

For my winter asset project I decided to model a spinlock dumbbell. I was originally going to a do a barbell, which is the same but longer, but found the dumbbell bar had more a interesting design.




I'm happy with the progress I'm making so I should be able to put this into ZBrush soon. This seems to be one of the first Maya projects that actually seems to be going right, let's hope it stays that way. 

Wednesday, 14 October 2015

Drek Mogar

In today's Zbrush session we went over the things we have already done just to help those who couldn't get access earlier on when there were licensing problems. When using the head base I chose to model some fantasy orc thing which I decided to name Drek Mogar because it suited him.

Spiny face and the orc-y staple of scars






























It was nice to go back and be refreshed on using Zbrush as I find I am starting to get used to its interface.

Tuesday, 13 October 2015

Geoff the Wandering Capsule

In Ewan's session today we had a character move about an environment by pointing and clicking for help make our game.

Geoff the Capsule in his natural environment

We originally had a pre-made character model follow the mouse clicks until we put in a sphere to mark the area selected for movement and then replace the pre-made model with a capsule. Although I don't need to do much coding it's nice to know how the movement works as a whole just in case. 

Wednesday, 7 October 2015

Z-Brush Subtools

Today in Robin's class we learnt about subtools in ZBrush and using mesh extract in order to add detail to our models. It's definately a helpful too when it comes to quickly adding things like clothing or armor to a model without having to try and sculpt it on.

Getting to know mesh extracting. Thickness is a pain

Man with bodysuit and mask

Batman with floppy gloves
This tool definately helps with adding more detail to models but I seem to have trouble keeping my sub tool layer box neat and functional. Hopefully it shall come to me as I get more at home with Zbrush and it's wonky rotation camera. 


Sunday, 27 September 2015

That's Not a Spoon...

As part of our Games Art unit we were assigned to model a combat knife in order to help get to grips with many aspects of Maya such as the quad draw tool as well as to give us some practice before we start on our main Maya project for this term.

This is the .jpg file we were given to work from for modelling the knife.. The modelling style for this project is very different to what I am used to. For most of our projects beforehand we have simply box modeled and extruded and shaped vertices. For this one however  it immediately began with using the quad draw tool in order to get the basic shape as opposed to adding some edge loops to a box. 

A view of the modeled knife and it's components. Note I forgot to reverse the blade . 

Another view of the knife with the reversed blade and edge loops. 

This way about modelling definitely seems to get results much quicker than box modeling but I still seem to encounter many of the problems I encounter with most of my models which are strange edge loops and wonky geometry. Hopefully I shall be able to fix these soon and be able to make nice neat models. Gerber is a silly name...


Monday, 21 September 2015

Johnny Tin-Can


Over the summer we were given the assignment of designing a cyborg sci-fi character for a video game. The character I came up with is Johnny Tin-Can, a cyborg Goblin scrapper. Most of my Earlier designs were drawn in Mischief and Photoshop was used for the main painting and model planes.

AAAAAUUUUUGHHHHH-I'm kidding I'm fine


I am Locutus of Borg

Laser eyes and robot ear

Asymmetrical ears and a hammer-jaw 


After doing some rough head sketches to get a feel for the character I decided to come up with some designs for hair as Goblins are a rather eccentric people. 

Mohawk, Fringe, Messy and Quiff. 


I came up with body designs for Johnny after deciding on the type of face I wanted to use. I went with Goggles and hair as well as with a robotic ear.

The different concepts of  Johnny. I was exploring different pieces of clothing and accessories but keeping with his general points such as his bikini top, spiked hair and shorts  








Early picture of Johnny's mechanical parts and his hand

A more detailed picture of Johnny's right arm 

Johnny's right had and claw attachment
Johnny's handgun. 

Pen sketch of Johnny to get a better idea him as a whole
Sketches for working out things like face-shape, proportions and belt buckles

















Mudburd
After all of the concept work I went into Photoshop to paint up a render of Johnny.


Painted Tin-Can in his bikinied glory. I decided to change his belt from just a simple buckle to something that can actually function and help him with his work. His belt contains a particle shield generator and a short-range teleporter. 

WHen the painting was finished I started on the views I needed in order to do the 3D modelling.
                                             
Three and a half feet of power
Rear view
Left side tricep action
cool side with all the bits
Model Front
Model Back

Add caption
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Model with planes































































Thursday, 26 March 2015

Life Drawing

For the first year of this course every Wednesday I have a life drawing class, which is what you can expect. I have written about it before on this blog. Nonetheless it is a very important part of drawing and learning things like anatomy and how the human body moves in general. These are just a selection of drawings I have done throughout the term for my life drawing classes.



















I'm now going to write what I normally write at the bottom of my posts, which is how much I enjoyed doing said thing. All in all I really enjoyed life drawing and I do think it has helped improve my understanding of human anatomy and allowed me to experiment with different media, even some I don't really enjoy using (charcoal). I think it's a shame it isn't continued after the first year as life drawing is almost a necessity for character and concept art.