Wednesday 20 June 2012

Nice 28

Finished!




Maya is a massive bitch, I must have ran into a million bugs creating this.

Sunday 29 April 2012

Speeeeeed D'mon

Been months since my last post, was busy for a bit with a non-3d uni project that I don't want to to put on my blog because it's crap.

This is what I've been doing since then.









This has been taking me aaages, I started out making an already posed basemesh in zbrush using zspheres, then I attempted (and failed) to sculpt on all the details right there and then, with dynamesh as my secret weapon.

Turns out dynamesh doesn't automatically make you an artistic genius.

Just need to unwrap, sculpt and texture, see you in in few years.


Thursday 9 February 2012

Uncle Jip will fix it magic box


Literally can't stop working on this, people kept comparing his left foot to a large metal penis so it had to go.

Wednesday 23 November 2011

Done for now

Managed to get hold of a copy of Zbrush 4 R2, which has Dynamesh, basically when you activate dynamesh it re-skins the mesh creating an even spread of polygons, which fixes the stretching and deformation that you get after a while, this fixed the resolution issue I had last post, and enabled me to smooth out the faceted areas and decrease the level of subdivision at the same time, so the product of todays post is a better looking model with 10x less polygons. (last model was over 5million, this one is down to 500k)

The apparent problem with dynamesh is it's purely for scultping, once you've messed with dynamesh I can imagine you have to wave bye-bye to any future plans of retopologising as you have can't have any subdivision history once you apply dynamesh, which means you can't go back to an older low poly version of your model and fix edge loops, keeping the sculpted detail on top.

They're might be a way round it in the works, or it might already exist and I just haven't found it, but for now I'm happy with what I have.




Monday 14 November 2011

Need moar resolution

Same thing has happened that always happens when I end up sculpting, the topology on my mesh has deformed too much from sculpting and shaping, causing certain parts to become too faceted (face, stomach, feet).

Gonna look into retopology tools and see if I can do anything with that, here's how it's going so far.

Saturday 12 November 2011

Brushy Brushy

I acquired Zbrush 4 yesterday, so I'm going to have a go at sculpting the last concept I drew up.

Decided to use Zspheres instead of building a base mesh in Maya as I've never tried it before, and I really like it, I prefer it to box modeling, and it's MUCH faster, although the topology is no good for animation.

Read more to see how far I've gotten with sculpting over the zsphere mesh (just generally getting the overall shape sorted).

Monday 7 November 2011

Throw him in the brig.


Something I've been working on for a few days, not much to say about it really...

Saturday 5 November 2011

Shameful Foot Omission...

I painted the majority of this 2 months ago when I had just moved to uni and had no internet, I found it yesterday and decided I actually liked it so worked on it last night and today to bring it up standard, read more to see the old version (with "feet")


Concept Artings

Something I did over the summer during a skype/drawing session with my mate Joel, mainly a learning experience; could be made more exciting with more detail and possible something for him to be fighting (was the original intention), ended up spending way too much time on it, decided to paint a quick backdrop and leave it at that.