Thursday, 17 May 2012

Street_Scene (iii)

Sorry Steve, Below is as far as I got along with all development source:
The textures on the objects are just flats with Ambient Occlusion maps upon overlay. Wall:
Texture/UV work in a previous post. Misc Props:
Dumpster:
Floor:
The floor is just a plane with texture details baked from a sculpt in Mudbox. Door:
A very long process indeed, I just didn't find the time to complete it. Further apologies Steve but at least you can see the amount of time that went into the process.

Friday, 27 April 2012

Street_Scene (ii)

Wall Update! I took the wall High poly base mesh from 3dsmax and put it into Zbrush :
I then sculpted surface details into it to look run down and weathered :
After having the details I wanted, I exported the high poly sculpt into 3dsmax and baked the details into maps using a new low poly Unwrap :
With the Ambient Occlusion map I was able to get a good basis of depth for creating a diffuse map :
Finally applying the maps to a DirectX shader in max viewport, I could see what the wall would look like 'ingame' :
Next step, Floor, then population assets.

Thursday, 26 April 2012

Street_Scene (i)

Here is the high poly base for the street scene I will hopefully be completing and texturing. Street_Composition:
Dumpster:
Additional Props:
Loading Bay:
More than 8 hours work so far.

Thursday, 19 April 2012

Robot Blockouts

Hi Steve,

These are what I had on the robots concept and design. Unfortunately I don't feel confident enough in this software to complete it to a satisfactory level (polished hard surfaces).



Saturday, 7 April 2012

Night Crawler Assignment(ii)

Ok, a few hours later and he has some clothes :


+




here is a turntable of both naked nightcrawler and clothed :



This was a new experience working with Zbrush as I haven't really made clothing or worked with thin edged mesh before but as a result I am happy with as far as I got. (Colors are flat)

Night Crawler Assignment (i)

Hi Steve, slowly catching up!

Here is my night crawler result so far :

moodboard -

iteration of development -

3dsmax Base :

Zbrush Sculpting :




Time for clothes!

Monday, 12 March 2012

Head Assignment (i)


First stage of head complete, finalised the skull shape from the face I had previously made for the self portrait assignment. Then make and attach ears... which was bloody time consuming but worth it in the end!

To build upon this, I don't know what i'll do. Might sculpt some details into it or I may just unwrap and play with texturing. Any pointers Steve?

Thursday, 1 March 2012

Robots(ii)


Yeah, sorry Steve. Having motivation issues lately, will have to get back to you on this :(

Wednesday, 29 February 2012

Robots (i)





Thanking of creating a robot along the style of these guys, clunky limb parts and believable mechanical joints. Also thinking of taking this element of detail and implementing them into one of Sam Reynolds robot silhouettes as I'd prefer to do a non humanoid based robot design.

Tuesday, 21 February 2012

Surrealism (ii)


This is my current endevour, the figures are all rendered in 3D, the texture is an overlay in photoshop.

There is no meaning behind this other than visual exploration inspired by other artists. It can be said that the arms in the foreground are cybernetic and the facial features on the objects that resemble kitchen utensils are the stage of evolution cybernetic lifeforms. Reflectively its through the looking glass of the robots universe, from Kettle/kitchen appliances to established intelligent lifeform. The universe in the background just adding a scale of magnitude to the chance of an artificial lifeform evolving.

Monday, 20 February 2012

Surrealism (i)



For this brief I will be exploring a Surrealist approach to a composition. Playing with distortion and disposition of form whilst maintaining an illusion of the figure effected. (the cube/background reference image) Just basically having fun with shapes whilst maintaining consistency. (Not over crowding)

Thursday, 16 February 2012

War (i)

A Steampunk - WAR - plane.









Concept Art courtesy of 'Leading Light Studios'

http://i.imgur.com/HhaFF.jpg

Thursday, 9 February 2012

Self Portrait (iii)


I finished the face and am going with the whole American Psycho/Detached from society niche for my final piece, the outside is a perfect image of what people want to see but its only a mask to hide the real subject. You're not supposed to know the real subject.


This is the breakdown of the mesh. Keeping to the planned wireframe mock up that was in the previous post I managed to have enough supporting edge loops for it to look like my facial structure without too many changes. (From left to right, Faceted low poly mesh w/ wireframe - Faceted low poly mesh - Reference image - Subdivided high poly mesh - Subdivided high poly mesh w/ wireframe)

Sunday, 5 February 2012

Self Portrait (i)

Here is some study towards the 3D medium of this assignment. Best way to define the face would be to know what is the most efficient way of dissecting its form so here are some dissections of edge loops of faces that will help with the construction of my head mesh.