Showing posts with label WIP. Show all posts
Showing posts with label WIP. Show all posts
Wednesday, June 5, 2013
Tuesday, June 4, 2013
Jake, WIP II
Things have been going pretty well, (hopefully, :) that's one problem you face when you make vague concept).
Following the concept I created in ZBrush, I've managed to move to the torso and arms of Jake.
By now, I've created like 50 different insert meshes enclosing the theme of steampunk.
One thing I realized while using so many insert meshes, I haven't added hard surfaces. That's a big withdrawal. The ones I've added I'm not so convinced by them. Additionally high resolution detailing! Where did I loose that thought! Baroque ornaments! Oh yes! That's one thing I want to put into Jake.
I guess I didn't like what I did with his head mask. Got to spend more time on conception. That's one choas I'm facing for now.
Following the concept I created in ZBrush, I've managed to move to the torso and arms of Jake.
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| Rear, without head mask |
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| Torso |
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| Side face, without head mask |
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| Side face |
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| Full view |
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| Full view with head mask |
Sunday, May 26, 2013
Jake, WIP I
For the sake of challenge, I glided to work on a genre. Somehow my usual theme is Cyberpunk or bio-mechanical.
So time for something new! Steampunk!
Searched for references for four days, never really felt content with it, if i speak personally. Started creating low poly assets in Maya cause I knew it will get complex and expensive in the end, which actually took a week in total.
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| Rear view, this is the mechanism inside the head. |
Artistically, sure I can go beyond and get the job done in a week more, but I guess I'm looking for something more. The hardest part is the defining and applying the mechanism (to some extend if you lack vision). To support my research, check this video:
Yeah I wish I found this video early before in production, found it two days ago!
Anyway, I'll update more about my assets and research in next update, Jake is surely going to take a while :)
P.S. I made some illustrations out of these WIPs. Check them out: Jake on dArt
I put all three illustrations in a deviant art package.
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| Rear. |
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| Ah! Floating gears! So surreal! |
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| That the Jake's left eye in front. |
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| You're so nerd! |
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| Concepted armor over the mech. |
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| Three box view of the face. |
Labels:
3D,
Character Production,
Hard Surface,
Maya,
Steampunk,
WIP,
ZBrush
Sunday, February 17, 2013
WIP II
Here's are some raw renders I got out from Maya. Used MentalRay. I would still say I got a lot of things in my mind and won't stop yet.
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| Tweaked a lot for getting the catch light. |
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| I really wanted something different with the metal material. Not the usual specular highlights or chrome material. I used mia material on every asset. |
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| My intentions were to get photo realistic effect. |
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| getting the right material for the cloth was real choas. Using PUV tiles is a choas! |
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| Next stop: rigging. |
Monday, February 11, 2013
WIP
I've been very busy with this dude. He's gonna be part of a video and a painting like godPreacher did in Invasion of Xen. Topology brush saved a lot of time in creation of the complex hard surface meshes.
Monday, July 23, 2012
Update Upon A.N.N.A.
Well, just thought of updating with my progress on him. Have added torso armor, hand armor and a thigh plates. I hope getting the topologized parts back in dynamesh would help [ you dunno what i'm talking bout right :D go read Paul's new book!].
Had a terrible night working on the legs [two days back]. I was just not able to get the right edge flow to get the parts out. Made like 3-4 concepts whole day.
Below you'll find some render I made in ZBrush. Thought of playing with lightCap before going to bed.
Got the muscles in places, used the rake and clay tubes brushes to just get a muscle look.
Sunday, July 15, 2012
A.N.N.A. lmao!
it's a WIP. Would put updated content when the idea is completed.
Named him A.N.N.A. :D, grabbed that name from Family Guy. By now I've used hard surface techniques and trying to find more idea to reduce my development time and creativity. Trying my best to stick only to ZBrush and I have. Thing are way too easy in Zbrush.
Named him A.N.N.A. :D, grabbed that name from Family Guy. By now I've used hard surface techniques and trying to find more idea to reduce my development time and creativity. Trying my best to stick only to ZBrush and I have. Thing are way too easy in Zbrush.
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| Proto Vest. |
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| Base Body of Alien |
Saturday, May 19, 2012
Alien
I've been weeping over this one for two good days.
I started out working on the body first, thin hands and slender torso, much like a person on drugs. for last two days had a problem with connecting net, so didn't had much of reference images to study upon. Although its more detailed that I decided, but gives a good creepy look on his face.
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| "Face-Off" |
Poly count of the head is around 6mil+ and luckily my machine is giving a great support.
I have not started working on the eyes but they are going to be deep black like any humanoid.
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| Screen grab showing the detailing of the head |
The best part of the face are the cracks on his head. Really enjoying sculpting those.
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| Ahh! the detailing. Rough though |
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| Side face, the messed up side |
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| bottom, rear, top of the head |
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| Full body, front |
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| Come to think of it, this was not so bad |
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