Tuesday, October 30, 2012

Hiddleston is the Corinthian

"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


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.

Straight from Maya
With Depth and AO in Nuke
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!

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!

Thursday, October 18, 2012

Guild Wars 2: WIP

It's been another long "break" from posting full of work, events, and some occasional side project time. I still don't have much completed, but here's a preview of what I'm doing with the open art test for a ArenaNet internship.


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

Saturday, September 15, 2012

Level 1 Camera Projection: Box

Here you have it, my second ever attempt at camera projection with a Pit box. I learned so much from this process about the necessity of a tripod, alpha channels, and Maya camera corruption. Especially Maya camera corruption. It's nothing special, but I was just happy to get something with parallax.


My planned Level 2 is a camera projection of a Pit box, a Jenga box, and CG Jenga blocks. I might even try some rebranding on the projections just to show that I can.


I'm also working on a little Luxo-esque lamp rig, just to see if I can figure it out. It sounds easy, but I still haven't figured out how I'm going to make the "springs" work. I was thinking of having the geo constrained to one end, and then constraining a squash deformer to the other side, but further testing is required to make it work.

Cheers!

Monday, August 27, 2012

Haunted Hallwa: Revisited

"Imagination will often carry us to worlds that never were. But without it we go nowhere." -Carl Sagan

I had another hour or so to work on the lighting for my haunted hallway revisit. I think I'm finally starting to like it.




Of course, I need to take it into VFS and view it on a color corrected monitor, but I think I found a color palette that's starting to match what I had in mind. The obvious, cheesy text also wasn't doing it for me anymore, so it's been replaced with something a bit more subtle.

In lieu of recent lack of modelling jobs, I'm also going to be learning a bit more about camera projection and set extension. I've also got a little integration project in mind if I have time, though my work schedule looks pretty intense. Let's hope it all comes together and I finally finish something I'm happy with.

For a little while at least.

-Anne

Saturday, August 18, 2012

Being Beaten by the UDK

 "A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution in available." -Windows 7

I'm mostly posting because I need these images hosted to get help on the UDK forums, but I suppose posting here at least tells people I'm still alive and working, right? I'm having some frustrating problems translating between Maya and the UDK, even on this model which I designed specifically to work there. -sigh- Something in my normal maps is causing some ugly seaming in my UDK skull, which "seams" (haha!) to have no effect on Viewport 2.0 or Maya renders.

 Viewport 2.0

 UDK Material and Mesh Preview (in red)

I suppose I may as well also post some progress I've made with my lighting, which I was able to work on for about 2 hours last week. It's not much but I realized there were quite a few ugly corners that didn't blend well, and I decided to go in a more orange/red direction. It's still very much a work in progress, as I deleted a bunch of the fill lights that weren't working.

 Lighting WIP, Minus Proper Fill

I'm not sure I like the change in colour, really. I was sorta looking at posters from Nightmare on Elm Street for horror lighting reference, but I think that palate only worked because of the contrast with the warm, safe lighting and the harsh dark shadows cast by the clawed hand. Still, that bounce needed fixing...

-Anne

UPDATE: Problem solved thanks to a reply on the UDK forums! Apparently I missed a compression setting during the normal map importing phase, and now it's working just fine. More to come soon!