Production of Characters Right after handing in the style guide, I had received some unfortunate personal news that left me feeling pretty unmotivated so admittedly I wasn’t able to keep up the tempo of my work from the week previous, and was a bit lackluster in the outcome of my work overall. After learning about […]
Sculpt
Developing My Asset Library and Unwrapping
Developing My Asset Library Developing reusable assets is really useful with 3D modelling, so I decided to create some brushes to start building my own ibrary. I created braid/rope brushes by using cylinders and twisting them together. Then I made this brush a curve brush, making it really easy to draw on my ropes, it […]
Model Pipelines and Blockout
Now that I knew what my character looked like, I needed to learn about the character modelling pipeline. For my research I watched this Flipped Normals video and I also attended a couple workshop/talks from Peter Adamson (3D character artist at Billy Goat Entertainment). From these I was able to understand the main stages of […]
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Introduction to ZBrush
We were encouraged to get used to Zbrush over the Summer months, and as a 3D newbie still I had no idea what I was getting into past some mentions of this sculpting software from research throughout my first year. To get started I decided to go ahead and watch a couple ‘Beginner Guide’ type […]
Creating Fidget – Modelling and Unwrapping
So I wanted to have my model sculpted as soon as I could, since I knew that this and retopology would take a lot of time. Originally I had thought that I would use my Previs model as a base, to sculpt on top of and fix, however since I made it so long ago […]
Sculpting My Mothman
With some practice done it was time for me to start on my final sculpt. This was something I was very nervous about as I kept doubting myself that it wouldn’t turn out right and telling myself it just wasn’t going to look how I wanted, but eventually I worked myself up to start. First […]
Adding Detail After Retopology
Today we learnt how to recover and create more detail on top of a retopologised model, while keeping our poly count low. We do this by using the Multi-res modifier, this allows you to add surface level detail at a higher resolution and project this detail onto the lower poly model by baking this new […]
Mothman Development 2
After my sculpt last week I wanted to look up some easier ways to speed up my workflow and some advice on approaching my sculpt in the right way. I found these two videos from Mike very helpful, One gave me a very clear 3 part Sculpting workflow that would solve my remeshing issues I […]
Mothman Development
So now that I knew what my Mothman’s personality was and roughly what he would look like I started to think about staging and adding a bit more exaggeration and stylisation. This started with thinking about my Mothman’s prop, I didn’t want it to be too boring and keep everything in size with my character. […]
Improving my Character Design and Practice Sculpting
So with some designs done of different monsters I wanted to explore these more and work on constructign their bodies before finally designing what I wanted for my model ( as well as roughly plan my posing for my model). Out of these sketches my favourite does have to be the moth man, I […]