Friday, April 27, 2012

Moar Progress

Added extra gruesome detail. Trying to work out how to make the teeth.


Yay Sculpting!

I'm finally on to the fun part, which is sculpting. Here we are so far:





The head is (hopefully) going to end up looking quite a bit different than that. Right now it looks like a sagging Pac Man's head. I also got rid of the claws, because they were giving me problems and I didn't like them anyway.


He needs to eat a Big Mac or something, put on some pounds.

Thursday, April 26, 2012

Down On All Fours

Well he has all his legs now, he just needs a head. I'm not sure I like the claws yet, but I can always do some modification while sculpting.




Wednesday, April 25, 2012

Someone Call an Exorcist...

...'cause we be havin' demons all over dis place.

But no seriously, summer's here and I have time to work on personal stuff now. So without further ado, meet Ashrai:



Or the beginnings of him, anyway. This is one of my characters, and no, he isn't really headless, though that would be creepy. I just haven't decided on a final design for the head yet. He also has a full set of four legs, but like I said, this is just the beginning of the model. Though this is what he really looks like, he can choose to take on a human disguise...but I don't wanna make a human, I wanna make a creature.

Besides the image plane I drew, I'm also referencing dog and cat skeletons for this guy. I had to google emaciated dogs. It was horrid. But he does resemble a skeletal dog-ish thing, so...anyway. I'm super excited to work on this, and I also plan on doing lots of creatures over the summer. Good experience.

Tuesday, April 24, 2012

Final

I'm going with someone dropped him and broke pieces of his body, and they had to glue them back together.







In hindsight, I would have used ZBrush. Mudbox gave me too many problems.

Monday, April 23, 2012

Color!

Yes, the back hooves look ghastly. Yes, there are still unsightly gaps in the poor thing's body. Other than that, I am fairly happy with the sculpting, considering this is basically my first Mudbox project. I've started color:



Swawelnlnablerhdsflj

The aforementioned title is roughly how I'm feeling right now.





There are problems with this, and I foresee that there will be problems with this even when it's finished. I have no idea how to get rid of those creases and openings where the legs meet. Right now my goal is to just be as finished as I possibly can.


Anyway, I'm fairly proud of the mane and tail. My problem is, I just don't know Mudbox well enough to do a decent job on this; I've only been learning the thing for a couple of weeks now. I'm hoping this model will improve as I go along.

Thursday, April 19, 2012

RAAAAWWWR

Another tutorial, this time a T-rex. Again, not meant to look super realistic, just playing around with colors and sculpting tools.






I didn't create the model, I just added the texture and color, and posed him a bit. The nice thing about dinosaurs is that we have no idea what color they were. I should've made him a rainbow rex.

Tuesday, April 17, 2012

Further Progress

Made more progress on the horse. He actually looks like a horse now.




I probably won't do much more modeling on him here in Maya, I'm fixing to take him over into Mudbox to pretty him up. He looks a bit too skinny to me, but I followed the image plane pretty closely...maybe he just hasn't been fed in awhile. I'll model a carrot for him.

Monday, April 16, 2012

Dragonfly

Here is a quick pic of the dragonfly I'm working on through a Mudbox tutorial. The colors are very saturated and not at all realistic; I was mainly playing around with this and having fun with it.




The base mesh was already sculpted (not by me); I just brought it into Mudbox to add detailed sculpting, like this:




The advantage of using something like Mudbox over Maya is that Mudbox can handle many more polygons (as in millions more) without slowing the computer down. This means much higher resolution sculpting.

Sunday, April 15, 2012

The One-Legged Horse

Well this isn't going to be the next Seabiscuit anytime soon...he's only got one leg. But here he is:





Made by merging vertices (points).

Saturday, April 14, 2012

Carousel Horse

Our new project is to design a base mesh (model) in Maya, then take it into ZBrush or Mudbox for more detailed sculpting. I have stopped learning ZBrush for the time being and have switched over to Mudbox, whose interface is much more similar to Maya's, so I like it better already.


Here is the reference photo for a carousel horse:




I've returned to Tutorial Guy for some tips on modeling a horse in Maya, which is very different from modeling architecture. Creatures are obviously much more organic, but I figure I better get used to that, because I'm much more interested in creating characters/creatures.


So, I started off with the base...




...and then used the side view of the horse for reference in creating the base mesh...





From what I can tell so far, this model will be made primarily with cylinders. The nice thing about them is that they already have some bulk to work with, whereas if you use something like curves, you're starting with only a line and you have to create your own geometry from there.


Again, this model isn't meant to replicate the horse exactly. It's only a starting point to be used in Mudbox.

Tuesday, April 3, 2012

Finished, Part 2




Dan in my class suggested adding physical sun and sky with an image plane of a sky, not a dome. The dome messes with the lighting too much; the plane works well. So here are the real renders!

Finished

I have two renders:





I like the first one because I think it's a more dynamic camera angle. I like the second because it's easier to see the plane, and you can also see the ground detail where the plane crashed and left ruts in the dirt. I may keep both images.


The light I used was called a point light. I'd offer to explain what exactly that is but I don't have any idea don't want to bore you with technical mumbo-jumbo.




By the way, the reason there is almost no plant life (and the plant life in question is dead) is because this church was damaged in a nuclear war, and this scene would take place sometime during nuclear winter--the period after a nuclear war in which everything is dead or near dead. Cheerful, huh?

Erm...

Okay, here's what my rendered picture should look like, in theory...




Problem is rendering, which means Maya actually turns it into the final image it's going to look like. Sounds simple, yes? Not if you're Maya. It's killing my computer.


First I tried a "physical sun and sky," which tells Maya to put in a blue sky and horizon line around the model, as well as incorporate realistic sunlight. Here are a few of those as examples:





While I liked what the light did to the model itself, I really didn't like the cheery background. I much prefer the foreboding stormy sky, and I like MY foreboding stormy sky. So...still trying to get a good render. Other than that, the model's finished.

Monday, April 2, 2012

Close Close Close

Almost finished. Gotta add in some minor adjustments still. I may play around with a few things, like the front doors. I also need to add lighting. On the whole, I'm so happy with this.





Sunday, April 1, 2012

Moving Along Swimmingly

Oh my gosh, guys. Knock on wood here, but things are going really well so far. No major problems. Just need to adjust some things, like the sizes of the bricks on separate pieces of the building.



Unfortunately, it looks more like a game environment than a realistic one to me. But I think the realism will come with more time and practice. I'm trying to add bevels to the edges of the building (making them more rounded) to take away some of that "game" effect. As Tutorial Guy once said, things in real life are rarely that sharply edged; most have at least some roundness to them.

Quick Update

Just like the title says. Beginning texture work:




This is a test texture to see how it looks on the walls. I plan on going into Photoshop and adding in detail, such as smoke streaks, grime, etc.


I can see the light at the end of the tunnel!