Sunday, January 31, 2016

2D/3D Art Homework #14: Toil and Boil

This week I tried very hard to take constructive criticism to heart, heavily revamping each of my models (and adding a fourth—apologies!) before I started work on the variants. To tell the truth, I was having some issues with the variants, as it became difficult to mess with the sculpt as much as I was able to once it was taken off of Dynamesh and layers & subdivision levels were added. Because of this, these are really just foundations for variants which I will build off more of next week when we begin to do mesh inserts.

I also worked much more on making everything look professional, so hopefully that paid off...!

For the humanoid model, I wanted to keep the overall teenager-y shape of the body, instead starting to take it in different thematic directions. The first introduces runes and "fire" coming off of joints, which would be further worked on with a fiery "mane" next week. The second begins to incorporate decorative elements which would be further expounded on.

For the more bestial model, I took one in the direction of being a little more wild, with fur tufts that could perhaps be colored bright red and maybe even animated with a wavering animation. The second is much more decorative, like above, giving him some interesting inorganic-yet-organic pieces to play with in the future.

For the more spirit-like model, I played around with proportions more than adding decoration and detail. The first mimics the humanoid model, though the second a little more portly while the third is more angular and forward-leaning, with some rakes to make him seem more wispy.

Here's the sculpt that I started from scratch on. Admittedly a little simple, but I wanted to go for a much more stylized ghost-type character with a form that focused less on anatomy. I also had more fun with the head variations with different animals.

And here's all of them lined up all pretty in a row!


I look forward to further developing these next week.


Thursday, January 28, 2016

Capstone "The Channeler:" Silhouettes & Thumbnails

For presentation this week, I had six designs of each character selected for further extrapolation on tone and some vague associations of color. The color ended up being little more than just an association (like how desaturated purple will be associated with the main character and red will be associated with the Ifrit, Shahzaad). We will go further into color concepts as we continue on.







Monday, January 25, 2016

Capstone "The Channeler:" Silhouettes & Thumbnails

I'm tired and sick but I did a lot of these, so here's a status update on art I'm doing for capstone.






I'm going back to bed.

2D/3D Art Homework #13: Unlucky Number Thirteen (Sort Of)

The only reason this really feels unlucky is because I feel completely wretched today, with a cold/flu thing starting to grow in my throat and my lungs, so getting all of this finished was a struggle against feeling really sick. Regardless, here's what I got, ready for detail and iteration in the next few weeks.

I was modeling some concepts for our Efreet character, Shahzaad. I used some of the thumbnail sketches I made as reference for some of the variants.

First, I made two different versions of a more "human" appearance. One is slightly more muscular, just in case that was a thing that we wanted to do.



I also did a more bestial version, where he looks kind of like a digimon.


And, of course, a more fire spirit-y one because this is a spirit/ghost game, isn't it?


I've provided both the sculpt and the polyframe of the remeshed version for scrutiny. It might need some tweaking, but I'm feeling gross enough it's hard to focus on it. I will definitely try to get that under control soon.

I think I'm going to lay down and finish the rest of my homework and maybe go back to sleep. ): I hope to see everyone in class again soon.



Monday, January 18, 2016

2D/3D Art Homework #12: Annnnd we're back!

Hello, everyone! I hope you had a wonderful winter break. I know I did.

We're back at the grindstone this week with Maya, Zbrush, and posing a complex 3D model. I was surprised with this; usually making skeletons and weight-painting gives me vivid flashbacks to undergrad PTSD where I struggled very hard in this very subject, but I ended up getting in a groove and enjoying this. I think the skeleton I made ended up working pretty well.

Anyway, here's what I did. The first is the pose made in Zbrush.



I ended up being pretty proud of this one, despite how odd the controls feel in Zbrush most of the time.

Next is the skeleton I made for this guy inside of Maya. Here's an x-ray look at his insides, both in the T-pose model and the posed model.


And here's the pose, exported back to Zbrush and rendered out!



And there you have it! This was a lot of fun, and I'm very happy I feel a lot more comfortable with skeletons and weight-painting now. It helped me slay a few demons left over from undergrad animation classes. Cheers!