"You disappoint me,
Corinthian... You were my masterpiece, or so I thought. A nightmare
created to be the darkness, and the fear of darkness in every human
heart. A black mirror, made to reflect everything about itself that
humanity will not confront. But look at you." -The Sandman
I've decided to attend the Saturday ZBrush sessions regularly both to help students with it and to improve my own sculpting skills. I'm getting back into that mode where I find sculpting relaxing and fulfilling when I can think of something interesting to sculpt.
This week's theme was "something fo Halloween" so I decided to turn Tom Hiddleston into the Corinthian from The Sandman. If ever this became a real thing, he would be perfect for the part--just look at that smile!
This sculpt took about 4 hours to get to this point including setting up reference and figuring out how to do the teeth. The teeth alone probably took an hour just to try in the shadowbox, figure out it wasn't working, create a base in Maya, and then figure out how to quickly duplicate and warp in ZBrush again. XD
I might finish it next week, or I may start something different. I'd like to take this to completion, but I suppose it depends on how I'm feeling next week. Perhaps I should finish it....
Cheers!
-Anne
Tuesday, October 30, 2012
Friday, October 26, 2012
I think It's Done
It's Friday night after a long day of Modeling 1 and Rigging 2 classes, and an ever longer week of canceled opportunities and sad farewells. It's after 5 p.m., well after in fact, and where am I? In the office finishing the last of the critique changes on my lighting scene and polishing off the image with some depth and AO. And you know what? It's the most content I've been in weeks.
I'm going to get a final round of critique to at least know how I could improve the image further, but then I think I'll light something else. (EDIT: GAH! This looks so bright on my monitor at home!)
Up next is an integration project, which is only about an hour into modeling. Hopefully I'll find some time to work on it soon and can have something done for the end of November--sooner if I can manage.
Cheers!
Straight from Maya |
With Depth and AO in Nuke |
Up next is an integration project, which is only about an hour into modeling. Hopefully I'll find some time to work on it soon and can have something done for the end of November--sooner if I can manage.
Cheers!
Thursday, October 25, 2012
"Success is about doing the small things consistently to improve. There
is no other blueprint. People look at the big picture and then look at
their life and that's where discouragement happens. Fuck the big
picture. Focus on the small things you can control and the big picture
will come into focus. If you try to chase greatness you will never
catch it because you aren't chasing the right thing. Chase effort.
Effort leads to results, chase effort and greatness will start chasing
you." -Sparkreason
Here we are again for another small and delayed update. This time I have a two week old sculpt from a Saturday afternoon ZBrush session. This one took probably a couple hours to get to this level as I haven't touched ZBrush in a few months, but it started taking shape with some good critique from Brad Kotris-- now of Nerd Corps.
One thing I've realized is that modeling a character from a game can get very confusing when trying to reference detail from a low poly model with normal maps. Next time perhaps I'll stick with 2D concepts with turnaround or faces.
Cheers!
Here we are again for another small and delayed update. This time I have a two week old sculpt from a Saturday afternoon ZBrush session. This one took probably a couple hours to get to this level as I haven't touched ZBrush in a few months, but it started taking shape with some good critique from Brad Kotris-- now of Nerd Corps.
One thing I've realized is that modeling a character from a game can get very confusing when trying to reference detail from a low poly model with normal maps. Next time perhaps I'll stick with 2D concepts with turnaround or faces.
Cheers!
Thursday, October 18, 2012
Guild Wars 2: WIP
Most of the modeling is finished, with the exception of a few details that need adjustments on the front, grass cards, and possibly some decal cards if necessary. Fortunately I've still got some polys to play with. The texturing is where most of my attention will be focused in the next couple of days, especially that brick texture and the moss. Yeeeergh it looks rough at the moment. And the placeholder shingles keep telling me I need to take another look at my UVs.
In other words, I'm glad the deadline is in November so I can finish this with care and maybe build some companion houses. Thankfully I've got several pictures from my stay in Quedlinburg, Germany to help keep me inspired. Here's to finishing this by early next week so I can build another.
-Anne
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