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.

Concept Art

I've created 4 concept paintings to practice painting and add some flavour to the characters. Lars' piece was posted below.

Hammett


Loved working on this painting, Hammett using his magic as an attack and looking more heroic doing it. Learning about the importance of lighting in concept pieces. The drawing started off with just a character painting, but after going back and looking over environment tutorials such as Hannsaki's tutorial (found here http://hannsaki.deviantart.com/art/digital-painting-tutorial-pt-1-90347578 ) I decided to try my hand at adding an environment.

I've never been good at environments and have always stuck to character sketches, so this was a big success for me personally, I'm trying to reach that darker DOTA style, it's trying, but I'm getting there slowly. I feel like this is a huge leap in quality for me.

The original character drawing


Cliff

This was created using the previously posted picture of Cliff. I'm trying to work faster. Again the overall quality is so much higher than I usually produce for environments, and the fact that I can keep this consistency is exciting.

Hammett and Cliff

Going for something a bit different from what I usually do. Artists often incorporate a main colour for a piece and I wanted to try something similar. Hammett plans his path, while reluctant Cliff holds on to him with a wary hand, almost trying to pull him back from the task.

Cliff Final

I really liked the way this character drawing came out. I'm starting to understand where less is more in drawings like this. Adding in lines at key points and leaving areas without seems really effective in furred creatures. Drawing is without the bag.

Meet Cliff

Hammett and Cliff are like peas in a pod, and they need to look the part too, so I sketched up some interaction between them.

Drawing this I realised that the pair have nowhere to store their gear, and as Cliff would be on Hammett's back a lot, Hammett can't wear a back pack.

So Cliff is getting one.
I think that adding the pack to Cliff not only cements him as a necessity for our hero, but also adds an unusual interaction between hero and sidekick while also adding more to Cliff's design.

I'm trying to not use opacity while painting Cliff, as practice in being a bit more bold with my colours.

Creating our Companion

No Hero is complete without his sidekick. Helpful, cunning and always there to save your hide when you've hero'd just a bit too hard.

Those traits aren't what we're going for though.
We want someone just as bone idle as our hero.
Upon drawing these out I was interested both in the Sloth and Tapir, both being generally "stupid" looking animals. The Sloth I feel just suits our character more, he's slow, ungroomed and uninterested, more so than Hammett could ever be. To back up these points, here's some fun facts about both.

Fun facts about Sloths.
http://www.youtube.com/watch?v=XrUM8m2rnP0

Fun facts about Tapirs.
http://www.youtube.com/watch?v=zJm6nDnR2SE

Rafei went for that quick witted, snappy Daxter. So lets go with someone who doesn't even really speak.

Draw me like one of your French Sloths.

Lars final

Trying a different approach with Lars' final piece, I tried the approach shown in a speed painting video. It can be found here http://www.youtube.com/watch?v=QU2kGFHOOaU and is a speed painting of Viola/Windrunner from DOTA 2 not using the Silhouette technique. The end result seems strong in areas but just doesn't have enough of that DOTA vibe. At this stage I do not see myself achieving the look through sheer lack of talent at this stage, but I'm learning so much through this module that I'm very happy with where everything is headed.

Silhouette's looking pretty good as well. The pompousness radiates from it.