For this 3 point lighting assignment, I created a paintover of a character made by Javier UreƱa.
Wednesday, November 22, 2017
Monday, November 20, 2017
Wednesday, November 15, 2017
Tuesday, November 7, 2017
Composition 2
Using Maya, I created some simple shapes to define a large environment, while viewing them all in smooth preview. After adding edge loops and creasing, I found a shape I liked, and committed the smooth to a high poly mesh. I then exported those meshes to Toolbag 3, where I created shaders, lighting, and filter settings to taste.
Wednesday, November 1, 2017
Monday, October 30, 2017
Medium Complexity Character
For this assignment, I chose to model the Camera Bot for a Cohort 13 game, Orbos.
Workflow
To create this character, I worked high to low, then baked, added normals detailing in NDO, converted those normals to an AO and added them to the baked AO, and textured in Substance Painter.
High Poly Process
Using Zbrush, I created a rough block out (blob-out) of the basic shape of the character. I then took that decimated mesh into Maya. Using quad draw and Live Surface, I drew out a low poly block out of the orange armor plates. Because these were so low poly, I was able to use smooth preview to move the vertices around and get a more-true shape to define the character. As I got closer to the final shape, I would add creases and increase the smooth level 1 or 2 times to get more refined geometry when working with smooth preview.
Low Poly Process
Using a mix of Quad Draw with Live Surface and reducing current high poly contiguous meshes, I created the base topology for the low poly character. I then welded the orange plates to the base mesh on the inside of the character, to create a more contiguous mesh overall. The wings and antennae are separate sub-meshes to allow for future animation.
Concept Art
High Poly Renders
Material Renders (First Pass)
Wednesday, October 25, 2017
Subscribe to:
Posts (Atom)
-
Week 1 Gather reference for shape and materials. Find real world dimensions. Reference Sheet Week 2 Blockout and half of...


































