Friday, 30 November 2012
High poly model wip 3
Here a quick screengrab of the high poly model, the models almost finished now just need to check round everything and fix up minor stuff with a few tweaks before moving onto the unwrap...
Thursday, 29 November 2012
High poly model wip1
Made a start on the high poly model, things are going fairly smoothly so far at the moment. Its under 1000 tris at the moment so i should be within my budget for this model if things go to plan
Tuesday, 27 November 2012
Low poly model final
Here's some final renders, decided to render it in max because it was just easier to lay out because i could render out PNG files with transparent backgrounds.
Monday, 26 November 2012
Low poly model wip 4
Here are some renders in UDK of the completed low poly model, next i need to find a way to lay it out professionally on one page.
Sunday, 25 November 2012
Low poly model wip 3
Here's some quick screen grabs from UDK for now, still need to work on the display base for the model and i also want to pose it and take some nicer renders for the final display sheet. Ive lost count of how many hours its taken me to finish this texture but i know it was a long time, I'm really happy with the result though. Some little problems with the face but that might be just because of the tri count, i'm really pleased the wings and back part of the model aswell. The final tri count is 605, which is a tiny bit over the budget but should be fine.
Saturday, 24 November 2012
Low poly model wip 2
Ive finished the unwrap for the model and the staff now, and also had the time to finish texturing the staff which I'm pretty pleased with. Here is a quick render inside UDK, a spec and a normal map was added in the engine. The finished staff counts in at 248 tris.Below is a render in 3ds max with only the diffuse material.
Friday, 23 November 2012
Low poly model (wip1)
Here's a screen grab of the progress for the low poly model. The model turned out to be 620 tris.. which is a little over the budget of 600 tris but hopefully that should be ok. the weapon is excluded from the tri count but i still kept this low poly as it would be used in a game, the weapon is 290 tris finished. Overall really happy with how it turned out, a few things had to be changed here and there as it just wasn't possible with the tri limit but hopefully i can pull it off with the texturing now, so next step is to unwrap!
Thursday, 22 November 2012
High poly character design
Colour variations
Here are a few colour variations for the high poly character design, I didn’t want the colour’s to different from one another, I know I wanted the skin a fleshy colour but I wasn’t sure about the clothing colour and what colour the mask should be, the colour idea I like the most is number 1 because of the Egyptian colour scheme, and the deep red robes and the black mask give the impression of evil and sinister character.
Tuesday, 20 November 2012
Character dev 4
Some more progress on the Anubis character, just sketched out a few parts for the character as well as a back view, just need to get in there and paint them up now, fairly happy with the overall look of the character though, i want him to wielding two of the sickles so i think he will look pretty interesting once modelled and textured.
Character dev 3
Some more character progression, gone to a more bulkier version of Anubis still with ages and tattered skin and the head more of a mask, i much prefer this concept, i have also given him an a large hourglass that clips into the back of his belt, something Death is usually seen with to keep that tie in there.
Sunday, 18 November 2012
Character dev 2
After not being too happy with the first idea for the high poly character i went back to my thumbnails to look at more initial ideas i created. I liked the idea of creating Anubis the Egyptian god because its a much different idea from the rest of the concept witch are more influenced from the grim reaper. The idea with this character is much different from the original interpretation of the god, i want him to look like hes undead himself with rotting flesh and bone showing through in areas, this way hair can be placed in patches witch will also reduce the poly count.
I then chose to develop another thumbnail just in case i found a better idea, I'm quite interested in this design for the angel of death although i think i much prefer the idea of Anubis because I'm not really keen on these robotic type creatures because i don't think they will translate into 3d very well. So i will now move onto more detailed development of my chosen idea and see what i can come up with.
I then chose to develop another thumbnail just in case i found a better idea, I'm quite interested in this design for the angel of death although i think i much prefer the idea of Anubis because I'm not really keen on these robotic type creatures because i don't think they will translate into 3d very well. So i will now move onto more detailed development of my chosen idea and see what i can come up with.
Saturday, 17 November 2012
Angel of death character dev 1
Started to work on the designs for the high poly model. I want to design a contrasting character to go with the low poly character design such as an angel of death, so i looked at my thumbnails and chose one of the ideas to start with, i then drawn up two idea variations from the thumbnail, i quite like the idea of the character but I'm not sure I'm happy with the look of the character overall, so i will go back to my thumbnails and choose more ideas to develop before i more forward with the most interesting design.
Character Dev 6- Final concept sheet
Here’s the final concept for the Angel character, I may add
some more annotations but I’ll see what my tutor says. Fairly happy with the
design, because this is the design for the low poly character I can’t go too
crazy with the concept but I think this design is achievable with the 600 tri
limit for the model.. this excludes the weapon; although I will keep the weapon
at a low tri count as well as it would in a game that would feature the
character.
Character dev 5- Detailing and refinement
Some progress on the character design, worked on the front perspective view and some close ups of the items she carries. Ive also included a breakdown of the character design development from thumbnail to final design, Next i need to work on the back perspective view.
Tuesday, 13 November 2012
Character dev 4- Colour variations
Here are a few different colour variations, at first i knew i wanted to do the character in white and gold robes, but looking at number 1 i think the gold colour seems a bit to much and I'm not really too keen on it. So i thought i would try another variation and colour the character in a cool blue to give her a ghostly look witch looks quite nice but, makes the character seem quite plain i think. For number 3 i went for the full white approach with subtle colours elsewhere on the character to give her a holy and pure look, witch i really. However i feel like the colours are missing something, it needs something to break up the detail, so i may need to do some more colour variations of idea 3 before i finish of the concept for the character.
Character breakdown for modelling
Here's a quick breakdown for the character and what will be modelled, to show how much of the detail will be just textures, and what needs to be done in 3ds Max.
Sunday, 11 November 2012
Character dev 3
Some more character progress for the day. Been working on getting a design I'm happy with and working on that more adding in detail, Ive started to think about the back of the character also and how things can be repeated to follow the design but also to save on texture space for the actuall model, for the example the texture detail on the front of the robe can also be applied onto the back of the robe, the body and face can also be mirrored to save on texture space. next i need to render out the back view and explain the accessories and weapon for the character so they can be ready for modelling, After that i will be moving onto different colour variations.
Saturday, 10 November 2012
Character dev 2
Another quick development idea for the holy character. I like the idea of the mechanical wings with the robes, so i may combine this with some of the features of the other design. For the final character i think i want the character standing instead of floating, a nice presentation base can be used then. I also think i would apply the staff to this character too, as the staff is a separate to the character it doesn't count towards the tri count but it just means more work but i think it would look nice and suit the character. I think i may start working on the final character design now, i will still be trying different variations and designs with the character, also i will need to test different colours but at the moment I'm thinking whites and golds, or maybe just cool blues to make the character look like a spirit or angel.
More research into low poly models
I wanted to take a look at the team fortress 2 low poly models, i feel a bit relieved now seeing the quality of the models with the amount of tris used, these character max out at about 400-490 tris, i have about 600 tris so it should be easily do-able for the character i want to do as its mostly just robes witch will be easily done. Its mostly about the texturing detail for the face etc. I think i should be fine to design what i want as long as i don't go to crazy with the ideas then i should be ok to keep it to the tri count.
Character dev 1
Here's a bit of development for one of the character i have in mind, for the low poly character i think i want to do the holy looking character, so i developed the thumbnail i preferred. Because of the tri limit i think i may need to simplify the character and think a little how it might be done, i want to do more development and ideas but i think i need to take on board the limitations before developing the thumbnail, as i may not be able to have pouches, bags and accessories on the character. What I'm thinking is to make the character more stylised and cartoony which will fit the tri count better, then use detailed texturing to fake folds in the cloth etc.
Thursday, 8 November 2012
Character thumbnails 1
Here are a few character thumbnails from class today, Mostly pretty evil looking characters as Ive been looking at the grim reaper for inspiration. I also researched into other religions such at Egyptians who believed in a god called Anubis who weighs souls against a feather to see if they are heavy with sin or not and then takes them to the afterlife so i had the idea of showing the jackal type character with rotting flesh with bones showing and linen bandages wrapped around the body so it almost looks like a mummy itself. I also was quite fond of the idea of the angel of death, firstly because it is easily recognisable as being religious and to do with the afterlife which is all what my theme is about, secondly because there can be endless possibilities to the idea, such as giving them an evil and quite advanced futuristic approach and making something quite horrifying. I also like idea 3 as a holy character, the design also has a nice silhouette that is quite clearly recognisable with the halo like shape behind the head. I have two characters to finalise anyway so i will do some more design work and push the concepts and ideas. Because we have to make a low poly and a higher poly model i may make the low poly model more stylised and cartoony which will fit the poly count much better and make the higher poly much more detailed and more realistic.
Character research continued
Low poly models
The next area I wanted to do some research on is low poly
models, because we have to create a low poly model and a high poly model for
this assignment. I wanted to look at some of the limitations and what can
actually be achieved with the low poly model, obviously because of the tri
limit characters cannot have hundreds of arms it just wouldn’t be possible.
With the research I have gathered, the step I’ve found that makes the models
look the most impressive is the texturing and the silhouette of the character, making
it easily recognizable with a high detailed finish of texturing.
Character presentation
Here I have also researched how character concepts and
models have been presented. With our lecture on character design in class today
it is good to show sketches to final concepts with the 2d character design to
show your process and development even if things went wrong and the character
changed a lot. One thing I really like about showing a 3d character model is
with a display base, something that is themed to the character or possibly even
a little background to show how the character would be in a game or show the
setting of the character.
Tuesday, 6 November 2012
Character research, mood boards
I first started to research into different religions and interesting people around the world that devote themselves to their religion. I looked monks and others but the one i found the most interesting are the Sadhu who worship Hinduism. Sadhu means good man, holy man, they devote their life to their religion travelling around India living anywhere they can, caves, forests and temples. These travelling monks are seen smoking marijuana on a regular basis as they believe it helps them to achieve their journey to a higher plane. More than anything i found their appearance very interesting, very slim lean characters often covered in ash with brightly coloured face paint, barely wearing any clothing apart from pieces of material and their hair dread locked. I think this type of character clearly looks religious although again the struggle is to show the afterlife within a character, so i wanted to do some more research. I thought about characters that are clearly recognisable and linked with the afterlife such as angels and demons, and even the grim reaper.
Here is another mood board i created. The only problem with looking at angels, demons, and the grim reaper is that they aren't 'real' so i am only able to gather images of other artists interpretation of them. Still there are lots of different images and ideas to take away from this mood board to come up with something new and creative. If anyone looked at this mood board they would know its to do with the afterlife, so somehow i need to combine religion and the afterlife to come up with something that's easily recognisable but new and unique.
Here is another mood board i created. The only problem with looking at angels, demons, and the grim reaper is that they aren't 'real' so i am only able to gather images of other artists interpretation of them. Still there are lots of different images and ideas to take away from this mood board to come up with something new and creative. If anyone looked at this mood board they would know its to do with the afterlife, so somehow i need to combine religion and the afterlife to come up with something that's easily recognisable but new and unique.
Thursday, 1 November 2012
Character research start
Now the Concept document is completed and handed in we are now moving onto professional
character design and conception then eventually modeling. Because my theme is
religion and the afterlife I have to use this for the different projects throughout the year, so I
need to design characters that show this theme clearly. Religion isn’t too
difficult to show in a character design but the afterlife will be a lot more
challenging, I need to somehow design a character that when looked at people
can clearly see what my theme is. For a starting point I researched
into different religions, their clothing, what they do. I also need to research
into the afterlife beliefs for each of these religions and hopefully collect
ideas, information and images onto mood boards before I can actually start
any designs and concepts. So my next blog post will show lots of images
and any information that will help me in this process.
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