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.
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.
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.
It was nice to go back and be refreshed on using Zbrush as I find I am starting to get used to its interface.
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| 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.
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| 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.
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| Getting to know mesh extracting. Thickness is a pain |
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| Man with bodysuit and mask |
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| 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 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...
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| A view of the modeled knife and it's components. Note I forgot to reverse the blade . |
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| 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
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| AAAAAUUUUUGHHHHH-I'm kidding I'm fine |
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| I am Locutus of Borg |
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| Laser eyes and robot ear |
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| 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.
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| Mohawk, Fringe, Messy and Quiff. |
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| 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 |
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| Early picture of Johnny's mechanical parts and his hand |
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| A more detailed picture of Johnny's right arm |
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| Johnny's right had and claw attachment |
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| Johnny's handgun. |
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| Pen sketch of Johnny to get a better idea him as a whole |
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| Sketches for working out things like face-shape, proportions and belt buckles |
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| Mudburd |
WHen the painting was finished I started on the views I needed in order to do the 3D modelling.
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| Three and a half feet of power |
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| Rear view |
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| Left side tricep action |
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| cool side with all the bits |
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| Model Front |
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| Model Back |
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| Add caption |
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| 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.
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