Here is the update on my deadpool model!
Alright now lets talk through the progress I've made.
I worked a bit more on the costume body adding leather (spandex?) folds and wrinkles, also i exaggerated the body a bit.
Next I added the other body , the one without the costume (Wade Wilson). I had to fix it quite a bit; had to push in some parts so it fits with the costume. The face was (and still is) the hardest part; when i pushed it into the mask it got quite deformed, so I had to fix it, make it look like an actual face, but still keep the comic book proportions etc.
Next was the belt. I used a basic extrusion based on a masking around the waist, then made the pouches with cubes and bit of claytubes brush
Next the chest belt and shoulder pads. Started of with masking off the spots, then extruding. Later on I used some inflation from the deformation tab to make the things on the back of the chest belt.
Here is the naked body so far. The marks on the skin are scars caused by cancer Wade Wilson has. Not much to talk about here I think; I think I still struggle with torso muscles, but It doesn't look that bad.
Friday, December 26, 2014
Monday, December 15, 2014
Anatomy:Torso Sculpt
Here is a another torso sculpt. I decided to do a new one , because the previous one wasn't that great; torso was too short, muscles too defined and proportions off. Now, I know this one isn't perfect, but it's an improvement; i tried to focus on the things I didn't like in the previous one. Started off with a dynameshed sphere , shaped it into the torso and went from there. I mostly used the claytube brush in zbrush, it gave it this clay, rough look which i really like
Here something a bit more interesting. I used the same torso and twisted it a bit, fixing the stretches. Again, not perfect, but I tried not to spend too much time on it, and of course had fun with it!
Thursday, December 11, 2014
Games Mechanic- New York rooftops
So our Games Mechanics project deadline is here and we managed to do it on time! I think it looks really good, better than I expected; the lighting is keeping the atmosphere of the apocalyptic, future theme. All the assets compose well together, background with the fog looks really convincing!
At the very beginning we had to work out the layout of our map, the grey box (map build off basic blocks) . Our team decided that we will work on my design; tall building with two supporting ones (or some kind of platforms) to the sides. Two elevations on the main building, and a way to go around it. I designed this layout so the player is able to work around the place, explore it instead of going in a linear direction.
For the rooftop assets we wanted something that will be a recognizable New York thing, like a water tank. Also we considered wind turbines (they didn't make it) and a helipad.
Here you can see further concepts done based on the grey box. Helipad has been replaced by a satellite ,which eventually was replaced back for a helipad. Water tanks at the side , and a bilboard near the edge. We had some concepts for a garden at the rooftop, which didn't make much sense in a apocalyptic theme.
Here are some sketches that i made during the greybox stage. The second sketch is rather linear, but I could see first one work as our layout; we could make some elevations at the back for the player to jump down, or climb up.
Here it is, finished and done! As you can see all the assets are on there. The player has to gather all the gas masks and industrial boxes in order to complete the game; the masks and boxes are spread through out the building. The yellow light you see here is an indication that the game has been completed, and the player has to go towards it to finish (The light leads to doors) . The building is placed in the center of the map surrounded by ruined buildings and fog that covers the majority of the city. There are some spotlights placed on the empire state building i made, and they make it look ..alive? Overall I think the map turned out great.
In conclusion I think this group project was great. It started slow and confusing, but with time my group started to get hang of it, and just near the deadline we got fairly comfortable about the workflow. Personally I've learned some new tricks and things that will surely be useful in the future.
At the very beginning we had to work out the layout of our map, the grey box (map build off basic blocks) . Our team decided that we will work on my design; tall building with two supporting ones (or some kind of platforms) to the sides. Two elevations on the main building, and a way to go around it. I designed this layout so the player is able to work around the place, explore it instead of going in a linear direction.
For the rooftop assets we wanted something that will be a recognizable New York thing, like a water tank. Also we considered wind turbines (they didn't make it) and a helipad.
Here you can see further concepts done based on the grey box. Helipad has been replaced by a satellite ,which eventually was replaced back for a helipad. Water tanks at the side , and a bilboard near the edge. We had some concepts for a garden at the rooftop, which didn't make much sense in a apocalyptic theme.
Here are some sketches that i made during the greybox stage. The second sketch is rather linear, but I could see first one work as our layout; we could make some elevations at the back for the player to jump down, or climb up.
Here it is, finished and done! As you can see all the assets are on there. The player has to gather all the gas masks and industrial boxes in order to complete the game; the masks and boxes are spread through out the building. The yellow light you see here is an indication that the game has been completed, and the player has to go towards it to finish (The light leads to doors) . The building is placed in the center of the map surrounded by ruined buildings and fog that covers the majority of the city. There are some spotlights placed on the empire state building i made, and they make it look ..alive? Overall I think the map turned out great.
In conclusion I think this group project was great. It started slow and confusing, but with time my group started to get hang of it, and just near the deadline we got fairly comfortable about the workflow. Personally I've learned some new tricks and things that will surely be useful in the future.
Wednesday, December 10, 2014
New York Project- Empire State
Here is the empire state building, finished. As you can see i changed the outher block texture to blueish to keep the theme (our map has a blueish ambient) . The building is quite simple, and low poly (the top bit is a bit more dense in polycount)
Bit more detail at top by extruding some stuff in to make windows
Using lots of reference helped be understanding it's construction and flow. I wasn't sure of the base, top and sides of the building, so I used Google earth/maps to get a closer look. At first I thought i will model it with destroyed top, showing the construction bones (reference below);however I had to keep it recognizable.
Empire state building has lots of windows, and it would take ages and lots of polygons to make them, and I couldn't afford either. I went to google earth, and took a screenshot of all the sides and made textures out of it, and for the rest I just used basic metal textures; Everything is tileable to keep some quality as maps were low resolution.
Another great reference I used was This building someone made; really high detail and close up shots.
Bit more detail at top by extruding some stuff in to make windows
Using lots of reference helped be understanding it's construction and flow. I wasn't sure of the base, top and sides of the building, so I used Google earth/maps to get a closer look. At first I thought i will model it with destroyed top, showing the construction bones (reference below);however I had to keep it recognizable.
Empire state building has lots of windows, and it would take ages and lots of polygons to make them, and I couldn't afford either. I went to google earth, and took a screenshot of all the sides and made textures out of it, and for the rest I just used basic metal textures; Everything is tileable to keep some quality as maps were low resolution.
Another great reference I used was This building someone made; really high detail and close up shots.
Main window texture for the top square |
Later on changed to bit more blueish color, to fit into the theme. |
Anatomy Sketches
Here are some anatomical sketches I did for my character assignments. I'm not too good with anatomy (Who isn't right?) so I kind of struggle with it. Even tho i did a study on the forearm muscles I still don't quite understand the layout of the muscles, I find them really interesting though
Also I struggle with proportions, especially doing those boring anatomy sketches, but if I want to be a character artist, there is no way around it!
I really, really enjoy drawing, however I usually just catch myself drawing headshots, and rarely bodies; I try to improve it
Also I struggle with proportions, especially doing those boring anatomy sketches, but if I want to be a character artist, there is no way around it!
I really, really enjoy drawing, however I usually just catch myself drawing headshots, and rarely bodies; I try to improve it
New York project- Zeppelin
Here you can see a quick model of a zeppelin I did. I had an idea to make a zeppelin for out NY project, and then animate it to float in the sky. Basic sphere stretched out with some quick boxes. While making it I looked for some images for futuristic Zeppelins, but all I had in mind was the Zeppelin from Led Zeppelin album cover...
Barely a concept
Barely a concept
Deadpool reference
Here is the reference I use for my Deadpool project. I'm using a comic called "Deadpoo- Hitmonkey" In which Deadpool is seeking help from spider man to solve his problem with Hitmonkey; assassin monkey after Deadpools head. I picked this comic because deadpool is muscular, athletic, and really exagurated; also i like the his suit here, which vary
NewYork Project- Other Assets
Couple assets I made for our game!
We needed some random stuff to lay around, so I just had to make this! Back to the future pepsi bottle (Too bad i had to make it LQ). I threw this image onto a plane for a reference, and modeled it starting with a cylinder, adding more loops to shape the bottle.
Stairs that I just textured, my group mate made the model. This is a unity screenshot. I made 3 different textures for the stairs so it's more interesting than one texture all over again; I also added some rust and dirt marks. The sides are transparent, as this supposed to be a glass, however it's too transparent and looks like there's a gap; i think it looks fine anyway.
\Here we have a platform used to walk around the building. Basic planes and shapes with transparency for the glass.
Really low poly background buildings with tileable res. I don't think they made it to the game
We needed some random stuff to lay around, so I just had to make this! Back to the future pepsi bottle (Too bad i had to make it LQ). I threw this image onto a plane for a reference, and modeled it starting with a cylinder, adding more loops to shape the bottle.
Stairs that I just textured, my group mate made the model. This is a unity screenshot. I made 3 different textures for the stairs so it's more interesting than one texture all over again; I also added some rust and dirt marks. The sides are transparent, as this supposed to be a glass, however it's too transparent and looks like there's a gap; i think it looks fine anyway.
\Here we have a platform used to walk around the building. Basic planes and shapes with transparency for the glass.
not much creative thinking here, it was pretty straight forward.
Really low poly background buildings with tileable res. I don't think they made it to the game
NewYork Project- water tower
here is a first asset i did for out map! This is a water tank that is placed on our rooftop. I used lots of references for this, i wanted to find something cool that could be transformed into a futuristic watertank, something that would suit our apocalyptic, future concept. As this is a future, the tank was build from stronger and better materials, therefore it would be tougher to destroy and survive the apocalypse right? I uv'd everything and applied texture, but now thinking about it I should have done tillable textures for better quality and memory management. Also i applied some bump maps to give it some rough look, like it has been there for some time. It looks amazing in mental ray, but in unity the low quality textures show through, but it's alright.
First Design; more blocky, however i was suggested to make it more round, and I did turn out better |
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