Monday, July 18, 2016

3D Portfolio Piece #3: Meet Bwompers!

Hello everyone! It's about time I shared with you the next portfolio piece I am working on.

This time I decided to do a creature, which is something of a return to roots for me as I was always most interested in creatures and monsters and critters growing up. As an homage to this, and my first video game obsession (Spyro the Dragon), I decided to pick a concept from Creaturebox (who do work on Ratchet & Clank for Insomniac) and work on it.

So after some deliberation, I picked this guy:


After consulting my friends, we named him Bwompers.

I started in Zbrush and, after making sure proportions were correct with Zspheres, I began sculpting. After several laborious weeks of this, this was the end result of my high-rez sculpt:



And here's a fancier render in Keyshot:


Next I'm going to do a game resolution model for him and begin texturing! See you in a few weeks!

Monday, June 27, 2016

3D Portfolio Piece #2: Posing and Animation!

Hello everyone! In addition to finishing the models and the texturing, I tasked myself with making a posing rig for Bali and giving him a very light idle animation. Here it is! (Apologies for the low quality; I'm trying to find a better way to record my screen.)


And here are some (slightly higher-quality) stills of the pose!




I will be getting this into Sketchfab (both with the cloak and without) very soon, so I'll add those here when they are ready as well!

The total polycount (for all objects) ended up being 31,967. Bali was 25,283, the mask was 4,164. the sword was 2,244, and the cards for the cloak were 276.

Monday, June 20, 2016

3D Portfolio Piece #2: Textured Up!


Here he is, all textured up!

There are still a few things that I want to do, if I should have time; I plan on adding a posing rig onto the character, adding the scarf and the belts attached to the sword, and then the "life" I want to add to it is get some cloth physics onto it in UE4 so it can have some light animation.

But... that's for next week. (: Thank you for viewing!

Monday, June 13, 2016

3D Portfolio Piece #2: Game Resolution Model & Normal Maps

So here's my progress at the second check-in!




And here's the topology:



Textures still need to be consolidated, touched up, and generated (when it comes to color & PBR textures), and the sword needs more work, but I did a lot of work and it was a blast! I really want to finish it as soon as possible!

Wednesday, June 1, 2016

3D Portfolio Piece #2: High-Resolution Sculpt

Hello everyone! It's been a while since I posted last. There's been an absolute gauntlet of things to get through here at FIEA, but I managed to find some time to split between Maya and ZBrush to create the (preliminary) high-poly sculpt for my second portfolio piece, the main character Bali from the webcomic Bird Boy (one can view the concept art from the previous post).


The reason why I'm calling this the preliminary high-resolution sculpt is because a lot of fine-tuning needs to be done in the face and hair especially. The costuming, however, I believe is close to done! I just need to insert a few laces and beads, but that can be done with the finishing of the face. Then it's onto retopology and texturing.

Which you guys will get to see in the next few weeks. Thanks!

Wednesday, May 18, 2016

3D Portfolio Piece #2: Concept Art

It's summer semester and it's time to focus on my next portfolio piece!

I'm still going to be working on the GW2 armor set, as I ran into a few technical snags over the brief summer break we had, and I still have to get the low-poly made for texturing.

Regardless, time moves on, and I decided to head in a more stylized direction for my second portfolio piece. After going between a few ideas, I settled on working on a 3D model for Anne Szabla's comic protagonist, Bali from Bird Boy.

I took the liberty of making a consolidation of concept art for him:


This would be multiple pieces, including the base model (on top) as well as several props including the mask, sword, and cloak.

I'm excited to work on it!

Monday, May 2, 2016

3D Portfolio Piece #1: High-Poly Sculpt

Good morning, everyone!

As you remember, I've been working on the female Norn stag armor from Guild Wars 2. I was permitted to go up to the high-poly Zbrush sculpt for my final turn-in, as I will continue to work on this with retopology and texturing in the next few weeks (and then I'm submitting it...!).

After a lot of toil, here it is:





It was a lot of work, since I'm still fairly uncomfortable using Zbrush for hard surface modeling, but I feel as though I managed to work between the forms Maya produced and the program to make something I'm proud of... even though some of those forms (in the chestpiece, boots, and helmet especially) escaped me, much to my frustration!

Here's the concept art, for comparison:

art by Kekai Kotaki
I learned a lot about Zbrush during this, so I feel as though I'll be more comfortable to head back in there for my next project. There are a few things I still want to touch up on before starting to build my retopology, largely having to do with the face. I want to improve it, but I was having trouble with Z-Remesher so I could get a decent base to work off of. Though the face isn't hugely important, I did want it to look nice, even though I probably will obscure the eyes.

So my current plans are to retopologize this during break and then use the first week or so of summer classes to make the textures look incredible.

Thank you!