Friday, 23 May 2014

Developing the 3D model

I started the model by creating a quick set of reference images. The proportions of the side view are especially off, but during modelling any issues should be resolved.


 Basic modelling, linking the head to the body was very hard, there's numerous things to know before setting off I've found. The core of which is to ensure that all of the edge loops are equal in number.


 This is the issue faced, because I didn't know to ensure that the edge loops were equal, at meeting points I'm finding NGONS when trying to link vertices up.
Fixing the NGON issues.
 Having to use Tries to fix the foot geometry and ensure everythjng attaches ok.
 
 The final geometry. It's nowhere near perfect but it'll do for the purposes of learning.
 Learning to UV unwrap an organic thing, via YouTube Tutorials. The following tutorial is pretty fantastic, I'll be watching more of his stuff during the summer. 

http://www.youtube.com/watch?v=uZzzROb9WxI
 Getting there in terms of UVing. Shortly after this was taken the file was lost when I couldn't access it at uni, another stress to a difficult  semester, but I managed to get the file back.

Half of Hammett fully UV'd. The hand was particularly difficult.
After some bad geometry was causing Hammet's face to light poorly, I decided to smooth only his face, to keep the poly count as low as possible. This is Hammet with his eyes in! He's already looking adorable.

The final UV.

Applying a test texture to the model to check geometry and get a feel for the painting being projected onto the 3D plane. I found the process quite uncomfortable as I find it difficult to think in terms of 3D space.

A close up with the test texture and eyes. Notice that the chest in wrongly UV'd, so I had to go back and fix that.

  
Working gradually to create the texture, having to constantly re apply and check how it looks.
  
 A close up on Hammet's face. Aint he a cutie.
The hand-brace before texturing

 After texturing, I feel like I'm getting a bit better at achieving texture.

 He's close to done now, looking cute, if I could redo anything it  would be the face geometry, as I would like to avoid smoothing him out. I have the original lower poly version as well to go back to after submission though :)


 A somewhat terrifying looking texture, I still struggle with thinking in terms of texture as opposed to form, but its something to work on in the future :)

Small Moodboard and concept



I used doodles and small moodboards and images to keep me in the fantasy art spirit. It was difficult to stay motivated with job rejections and lack of 3D knowledge.

Change of idea and research.

So it was about this time that I changed entirely what I wanted to do with the characters. I decided to try and make a low poly version of Hammet. Not knowing much about 3D modelling I looked at some pre existing low poly characters around the internet.
 This is one of my favourite that I've seen so far. The hyperbole in the torso is very well done.

 If I can work this low poly some day I'd die happy.


 Very low poly but fantastic pirate.


The key to a good low poly model seems to be a mix of good bump mapping and texturing. Although I didn't have time during the project to research bump mapping, I certainly will in the future, as I hope to continue working on Hammet's model after submission.

Thursday, 22 May 2014

A little bit of landscaping.

During this whole process I've been looking to better my fantasy art, trying out new styles and brushes to see what kind of effects I can get with them.

This has included trying out some world building, trying to imagine the world Hammet would live in.




At this stage I was still wanting to continue 2D work on Hammet instead of 3D. I would realise later that I couldn't find any way to significantly continue him as a character without touching the idea of creating a 3D model.

Neglecting the Blog.

I've never been good at social media, especially blogs. Unsurprisingly I've been neglecting this one throughout the entire semester, thinking I could create a .pdf of work instead.

I was wrong.

So time to get everything up on the old internets.

For this semester I chose to continue Hammett on. Although his sidekick is a big part of his character, I didn't feel like I could model both within the time frame. I started by creating a rough base of clothing and adding on to it. I recieved feedback that his own clothing was poorly designed, so I've updated his look.

Sketches of Hammet's new clothes.


I'll be creating a 3D model of Hammet throughout the semester, then using that to create a new turnaround image for him.

Friday, 17 January 2014

Reflections: A little something extra

Over the course of this module my digital painting skills have increased dramatically. I'm still no where near where I need to be to become commercial, but the differences in quality are huge.

For fun, and as an example. Here's a painting I did for fun for my friends November 2012.

The original, Nov 2012.

And here's an updated version created November 2013, half way through this semester.

Version 2: Still needs finishing though. Nov 2013

Can't wait to see what kind of progression I'll make in 2014.

Thursday, 16 January 2014

Final Character Sheets

Lars was the first of the character sheets to be completed.


Cliff being the second.

And Hammett the third.