tag:blogger.com,1999:blog-79246542792244326052024-03-14T10:19:45.858-07:00Sindre Opsahl Skaare3D Art and the occasional doodle.Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.comBlogger72125tag:blogger.com,1999:blog-7924654279224432605.post-41500865018960647662013-12-31T01:48:00.001-08:002013-12-31T01:49:08.990-08:00Rockin' some Rocks<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-3psB6_jEEzM/UsFKjwrbo4I/AAAAAAAAEHw/HirNi1QXYmM/s1600/screenshot004.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="http://3.bp.blogspot.com/-3psB6_jEEzM/UsFKjwrbo4I/AAAAAAAAEHw/HirNi1QXYmM/s400/screenshot004.png" width="400" /></a></div>
<br />
Just a rockwall done for practice one sunday afternoon. Trying out some new techniques, as well as Marmoset Toolbag 2.<br />
<br />
Happy new years!Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-40627653110502462852013-02-14T20:04:00.003-08:002013-02-14T20:16:17.802-08:00A simple asset, but a lot of technical hurdles... <b id="internal-source-marker_0.38524616905488074" style="font-weight: normal;"><span style="font-family: inherit; white-space: pre-wrap;">I decided to practice some sci-fi and found this neat concept by <a href="http://coldrum.cghub.com/" target="_blank">Jeremy Love</a>.</span></b><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="white-space: pre-wrap;"><br /></span></b>
</span><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-WvrvWe4SsGA/UR2nABN3dUI/AAAAAAAAD1I/HBU1kg6-WM8/s1600/concept.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"><img border="0" height="193" src="http://2.bp.blogspot.com/-WvrvWe4SsGA/UR2nABN3dUI/AAAAAAAAD1I/HBU1kg6-WM8/s320/concept.png" width="320" /></span></a></div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<span style="font-family: inherit;"><br /></span>
<b style="font-weight: normal;"><span style="font-family: inherit; vertical-align: baseline; white-space: pre-wrap;">Very simple asset, but when I brought it into UDK it ended up looking like this:</span></b><br />
<span style="font-family: inherit;"><br /></span>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-gn0qdnSxvfo/UR2nAqDIgaI/AAAAAAAAD1Q/7wSPyLYOZuA/s1600/udk_seam.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"><img border="0" height="320" src="http://4.bp.blogspot.com/-gn0qdnSxvfo/UR2nAqDIgaI/AAAAAAAAD1Q/7wSPyLYOZuA/s320/udk_seam.png" width="205" /></span></a></div>
<div class="separator" style="clear: both; text-align: center;">
<span style="font-family: inherit;"><br /></span></div>
<span style="font-family: inherit;"><b style="font-weight: normal;"><br /></b>
</span><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;">Ugh, awful. </span></b><b style="font-weight: normal;"><br /></b></span><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;"><br /></span></b></span>
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;">My problem is that my normal map is mirrored, which means that half of the UV shells are flipped which cause problems with how the normals are calculated in the engine. </span></b></span><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;"><br /></span></b></span>
<a href="http://1.bp.blogspot.com/-wcLAFXK8J38/UR2nBIOskGI/AAAAAAAAD1c/1i5UZabBces/s1600/uv_bad.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><span style="font-family: inherit;"><img border="0" height="303" src="http://1.bp.blogspot.com/-wcLAFXK8J38/UR2nBIOskGI/AAAAAAAAD1c/1i5UZabBces/s320/uv_bad.PNG" width="320" /></span></a><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;"><br /></span></b></span>
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;">Look at all that red. That's a bad sign all right. </span></b><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;">So after some research I came up with this solution.</span></b></span><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="white-space: pre-wrap;"><br /></span></b><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;">First of all you need to fix your UV's. UDK hates mirrored UV's so I flipped the red shells so they are blue and nicely correspond to their geometry again. The problem of course is that they no longer line up with the texture any more, but there's a solution to it. </span></b></span><br />
<br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;">In UDK you can change the way that textures tile in the Texture Properties. The default is Wrap which is the mode we're all used to, but there's also Mirror and Clamp. Mirror is the one we're interested in because it does this:</span></b></span><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;"><br /></span></b></span>
<span style="font-family: inherit; margin-left: 1em; margin-right: 1em; text-align: center;"><a href="http://2.bp.blogspot.com/-JOwGa3R7Zfo/UR2nADvnlOI/AAAAAAAAD1E/6dV3YdvDYLI/s1600/texturesettings_mirror.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" height="168" src="http://2.bp.blogspot.com/-JOwGa3R7Zfo/UR2nADvnlOI/AAAAAAAAD1E/6dV3YdvDYLI/s320/texturesettings_mirror.PNG" width="320" /></a></span><br />
<br />
<a href="http://2.bp.blogspot.com/-UgO8AM75W-U/UR2oxqsMhRI/AAAAAAAAD2E/p4pA2I1_hHs/s1600/texturesettings_result.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><span style="font-family: inherit;"><img border="0" height="214" src="http://2.bp.blogspot.com/-UgO8AM75W-U/UR2oxqsMhRI/AAAAAAAAD2E/p4pA2I1_hHs/s320/texturesettings_result.png" width="320" /></span></a><br />
<br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;">Excellent! This means that if we lay out or UV’s this way they will match the mirroring:</span></b></span><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;"><br /></span></b></span>
<a href="http://4.bp.blogspot.com/-O45BAB4JV0k/UR2nBUWHgII/AAAAAAAAD1g/d5JbQY0b_18/s1600/uv_good.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><span style="font-family: inherit;"><img border="0" height="187" src="http://4.bp.blogspot.com/-O45BAB4JV0k/UR2nBUWHgII/AAAAAAAAD1g/d5JbQY0b_18/s320/uv_good.PNG" width="320" /></span></a><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;"><br /></span></b></span>
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;">But it’s not that simple, because when you mirror the normal map horizontally you end up flipping the X axis (red channel) which causes mirrored lighting. But with a little bit of material editor magic we can fix that.</span></b></span><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;">We can flip the red channel by multiplying the normal map with a float3 with the values -1,1,1, but we want that to only apply to the mirrored UV’s. This is also fairly simple. All we have to do is to lerp the two normal maps with a checker pattern with its UV tiling set to 0.5. This will make it match up to the alternating mirroring and mask out the x-flipped normals from where we don’t need them. </span></b><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;">But again it’s not that simple, because when you mirror the normal map horizontally you end up flipping the X axis (red channel) which causes mirrored lighting. But with a little bit of material editor magic we can fix that. </span></b><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;">We can flip the red channel by multiplying the normal map with a float3 with the values -1,1,1, but we want that to only apply to the mirrored UV’s. This is also fairly simple. All we have to do is to lerp the two normal maps with a checker pattern with its UV tiling set to 0.5. This will make it match up to the alternating mirroring and mask out the x-flipped normals from where we don’t need them.</span></b></span><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;"><br /></span></b></span>
<a href="http://4.bp.blogspot.com/-xo_kvd-tsTM/UR2uZKEgBrI/AAAAAAAAD2M/29qAYdBzeTk/s1600/normal_flip_material.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><span style="font-family: inherit;"><img border="0" height="315" src="http://4.bp.blogspot.com/-xo_kvd-tsTM/UR2uZKEgBrI/AAAAAAAAD2M/29qAYdBzeTk/s320/normal_flip_material.PNG" width="320" /></span></a><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;"><br /></span></b></span>
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;">And the results?</span></b></span><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;"><br /></span></b></span>
<a href="http://4.bp.blogspot.com/-pbRpWp6wxaI/UR2nBKoDFuI/AAAAAAAAD1Y/JTd64CIqtow/s1600/udk_shot.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><span style="font-family: inherit;"><img border="0" height="253" src="http://4.bp.blogspot.com/-pbRpWp6wxaI/UR2nBKoDFuI/AAAAAAAAD1Y/JTd64CIqtow/s320/udk_shot.png" width="320" /></span></a><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;"><br /></span></b></span>
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;">Perfectly mirrored normals! No seams, huzzah! :D</span></b></span><br />
<span style="font-family: inherit;"><b style="font-weight: normal;"><span style="white-space: pre-wrap;"><br /></span></b><b style="font-weight: normal;"><span style="vertical-align: baseline; white-space: pre-wrap;">Hope this is helpful to y’all. </span></b></span><br />
<b style="font-weight: normal;"><span style="font-family: 'Droid Serif'; font-size: 11px; vertical-align: baseline; white-space: pre-wrap;"></span></b>Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com1tag:blogger.com,1999:blog-7924654279224432605.post-91588763266525093862013-02-12T16:34:00.002-08:002013-02-12T16:34:48.065-08:00The Apex Observatory is finally finished!Finally finished this gosh darn thang. Still lots of room for improvement and things I want to add and tweak, but it's time to move on.<br />
<br />
The scene was designed with a point and click adventure in mind, so this is the angle it would appear in game. I laid it out in a way so that they player would always be visible. The general idea is that you take the lift up there and try to convince the hermit astronomer who lives up here to help you.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-k2BI0EkXT8U/URq-QmxPwcI/AAAAAAAADzg/I6c_qVtqdKg/s1600/apex_full.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-k2BI0EkXT8U/URq-QmxPwcI/AAAAAAAADzg/I6c_qVtqdKg/s320/apex_full.png" width="289" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-JW-8CAKth1s/URq-Qol6XXI/AAAAAAAADzc/RNYdGK-kJpo/s1600/apex_lift.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="228" src="http://1.bp.blogspot.com/-JW-8CAKth1s/URq-Qol6XXI/AAAAAAAADzc/RNYdGK-kJpo/s320/apex_lift.png" width="320" /></a></div>
<br />
<br />
Here's the hero prop himself, the telescope. Once I got a cubemap of this environment baked down it fit in the scene much much better. There are still some stylistic clashes that I want to touch up on, like the wood, but that will be later.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-s-gEPR92iAg/URq-QqGjcdI/AAAAAAAADzk/zqadWoyCCw8/s1600/apex_telescope_back.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-s-gEPR92iAg/URq-QqGjcdI/AAAAAAAADzk/zqadWoyCCw8/s320/apex_telescope_back.png" width="281" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-KGjM3koc348/URq-RoBII4I/AAAAAAAADzs/hMUJwth48Dc/s1600/apex_telescope_front.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-KGjM3koc348/URq-RoBII4I/AAAAAAAADzs/hMUJwth48Dc/s320/apex_telescope_front.png" width="288" /></a></div>
<br />
<br />
Here are some simple sketches I did to work out some of the designs and layout.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-KHDA6T4Ul0c/URrT7KT1KRI/AAAAAAAAD0s/AiPn3D_EKG4/s1600/apex_sketches.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="231" src="http://1.bp.blogspot.com/-KHDA6T4Ul0c/URrT7KT1KRI/AAAAAAAAD0s/AiPn3D_EKG4/s320/apex_sketches.png" width="320" /></a></div>
<br />
<br />
Now let's talk technical art! :D<br />
<br />
The whole scene uses five materials. One unique material for the telescope, and 4 modular materials that are instanced across the rest of the assets. I have one basic diffuse/normal/spec material, one metallic material, one window material and one foliage material.<br />
<br />
This is the basic material, and as the name implies it's fairly basic. It has two parameters to control the specular strength and the glossiness of the asset as I find those always require a lot of tweaking. The Material Function is a simple setup to control the U and V tiling separately and I made it into a function because I found myself using it a lot over different materials.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-cQvg1kXP0hw/URrBk3po-JI/AAAAAAAADz8/jtEBWyh7czs/s1600/basic_mat.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="169" src="http://1.bp.blogspot.com/-cQvg1kXP0hw/URrBk3po-JI/AAAAAAAADz8/jtEBWyh7czs/s320/basic_mat.png" width="320" /></a></div>
<br />
<br />
The metal material is just the basic material with a cubemap added on top of it. Instead of just multiplying the cubemap right on top of the diffuse I use Fresnel as a mask into a Lerp node so the reflections are stronger at a glancing angle, which mimics how reflections work in real life. I also have a Reflectivity parameter that simply fades it out for a more subtle look.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-jvi9-baUTTg/URrBk1fXbSI/AAAAAAAAD0E/GSwqr-KkGWI/s1600/metal_mat.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="252" src="http://1.bp.blogspot.com/-jvi9-baUTTg/URrBk1fXbSI/AAAAAAAAD0E/GSwqr-KkGWI/s320/metal_mat.png" width="320" /></a></div>
<br />
<br />
The telescope material is similar to the metal material, but with some added effects for a spesific look. Looking around for tips on metal materials I found what some called a "car paint" effect, and i liked the extra boost it gave to the highlights. I'm also adding the cubemap and car paint effect to the emissive. The metal material originally had this as well, but I didn't like the look of it on the other assets.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-yga2XZMIB6g/URrBlbXKo1I/AAAAAAAAD0M/YGyhCB7LN5Y/s1600/telescope_mat.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="253" src="http://2.bp.blogspot.com/-yga2XZMIB6g/URrBlbXKo1I/AAAAAAAAD0M/YGyhCB7LN5Y/s320/telescope_mat.png" width="320" /></a></div>
<br />
<br />
For the foliage I had to rebuild the lighting because I was using custom vertex normals on the alpha planes. I also added a parameter to control the diffuse brighness to lighten the shadowed areas.The reason I did this is because I changed the Lightmass settings to give a much brighter and colorful look, but the foliage is dynamic and don't recieve the same indirect lighting. Some fine tuning is needed since the leaves turned out extremely bright in some shots.<br />
It also has a simple sine wave in the WorldPositionOffset to give it the look of rustling in the wind. Vertex color is used to mask the weight of the wind for a less uniform look. I decided to go for a simple setup like this rather than deal with WindDirection actors because the scene was so small and only had a few assets it effected.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-k5ODkNQZ2T0/URrBkwdZ17I/AAAAAAAAD0A/ir39pYvU4RY/s1600/foliage_mat.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="261" src="http://3.bp.blogspot.com/-k5ODkNQZ2T0/URrBkwdZ17I/AAAAAAAAD0A/ir39pYvU4RY/s320/foliage_mat.png" width="320" /></a></div>
<br />
The first couple of attempts at the tree didn't turn out good at all so I took a close look at how the <a href="http://www.polycount.com/forum/showthread.php?t=62779&page=26" target="_blank">Airbørn</a> team did their wonderful foliage, and I discovered that they just had a ton of alpha planes scattered on a mesh with a tiling texture. Super efficient and gives really nice looking results. Using a script I was able to mash this together in 5 minutes. The central mesh also helps deal with overdraw.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-17DkTLI1WVs/URrBlu-KtFI/AAAAAAAAD0U/wrjyqhkmzjM/s1600/tree_breakdown.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="233" src="http://2.bp.blogspot.com/-17DkTLI1WVs/URrBlu-KtFI/AAAAAAAAD0U/wrjyqhkmzjM/s320/tree_breakdown.PNG" width="320" /></a></div>
<br />
<br />
Now to round this off here are some things I learned from doing this:<br />
<br />
<br />
<ul>
<li><i>Don't overthink stuff. </i>The simplest solution is often better and will save you a lot of time. The first iteration of this environment fell apart because I was getting too elaborate with the modularity and materials, which resulted in a slow and unsatisfying workflow.</li>
<li><i>Have a plan</i>. The biggest mistake I did was to jump into this without a clear piece of concept art and an asset breakdown/list. Since I winged a lot of the designs as I went along most of the stuff in this scene went through several iterations before I got a result that worked out. This was a big waste of time and I could have finished in half the time if I had spent more time planning ahead of time.</li>
<li><i>Use lots and lots of material instances.</i> In the beginning I kinda rushed through the process and had a unique material for every asset because I didn't really care about performance. But as soon as I cleaned up my scene and instantiated my materials it became immensely easier to do tweaks for each asset, and having them all draw from the same parent made updating and adding to them much faster.</li>
<li><i>Use more scripts. </i>This is something I already know and need to work on, but it bears repeating. Using scripts and shortcuts for even simple stuff speeds things up immensely. If something usually takes 3 steps and you can reduce it down to 2 you've just sped yourself up by 33%! I still prefer doing some things by hand. Automation can only take you so far, there is no good make art button.</li>
<li><i>Take breaks. </i>There were parts where I was so sick of this environment and strongly considered scrapping it because I felt it wasn't going anywhere good. This was usually after working a whole week straight on it with no breaks. After stepping away from it fora few days and doing something different like the Art Jam I was able to return to it with new vigor. But aside from big breaks like that taking small ones during the day are important too. I started experimenting with <a href="http://en.wikipedia.org/wiki/Pomodoro_Technique" target="_blank">the pomodoro technique</a> which means I have a timer running and every 25 minutes I'll take a quick 5 minute break and step away from the PC. I'll go outside, do the dishes, make a cup of tea. Anything that's not in front of the computer. When I return I've reset my mind and work more efficiently because it eliminates the habit of getting caught up in small details and gives you a chance to think about the problem at hand. And my room has never been tidier. :p It's probably not for everyone, but I recommend everyone give it or at least some variant of it a go.</li>
</ul>
<br />
<br />
<br />
And in general I learned a TON of technical stuff about UDK and game engines in general, lots of material tricks, some neat sculpting workflows, NDo2 and DDo, and how awesome the <a href="http://www.polycount.com/forum/showthread.php?t=101777" target="_blank">Polycount Google hangouts</a> are for productivity and learning. Thanks guys!<br />
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com2tag:blogger.com,1999:blog-7924654279224432605.post-29324865304544722212013-02-08T00:36:00.000-08:002013-02-08T00:36:02.583-08:00Polycount art jam presents: Porco Rosso!Polycount has this art jam thread going on where they rotate through themes every week. This week's theme was Studio Ghibli, so I did a bust of the dreaded flying pig Porco Rosso!<br />
<br />
Blocked everything out in zBrush and then brought parts into 3Dcoat and Maya to tighten them up a bit. Then I did a nice soft polypaint pass and brough some screengrabs into photoshop for some color adjustment goodness. Fun times!<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-3TjEQY2-_OM/URS2vUyLAhI/AAAAAAAADx8/3dPlRycamPE/s1600/porco_rosso.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="130" src="http://3.bp.blogspot.com/-3TjEQY2-_OM/URS2vUyLAhI/AAAAAAAADx8/3dPlRycamPE/s320/porco_rosso.png" width="320" /></a></div>
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-21872935441143692942012-12-03T17:37:00.001-08:002012-12-03T17:37:36.406-08:00Apex TelescopeThe Apex Observatory environment turned out to be too ambitious, and I made some bad decisions in the beginning which greatly slowed me down. So in order to complete something by the time of graduation I decided to scale things down and focus on a hero prop for the environment while I sort out the rest.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-kTw3PwbZu14/UL1Q2hQ01_I/AAAAAAAADuk/3smKd4UnMpk/s1600/telescope.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="201" src="http://4.bp.blogspot.com/-kTw3PwbZu14/UL1Q2hQ01_I/AAAAAAAADuk/3smKd4UnMpk/s320/telescope.png" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-bUUgWxNfYvU/UL1Q2i8gTWI/AAAAAAAADuo/ymjQRAYCBJk/s1600/telescope_wires.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="206" src="http://1.bp.blogspot.com/-bUUgWxNfYvU/UL1Q2i8gTWI/AAAAAAAADuo/ymjQRAYCBJk/s320/telescope_wires.png" width="320" /></a></div>
<br />
Unlike my usual workflow of modeling a highpoly and baking down maps I decided to try something different. All the detailing on the telescope was done 100% in Photoshop using the plugin <a href="http://www.quixel.se/" target="_blank">nDo2</a>. The plugin is also nice enough to generate AO and cavity, which I used as a nice base for the texture. Quixel's new plugin dDo was released just as I was done texturing my telescope, which is a shame because it would have made the process a lot faster.<br />
<br />
In retrospect I should have been better at reusing details and features on it, particularly on the cylindrical parts as they are all rather similar. It would have saved me a ton of time. Also I should have made the mechanism at the base more nonsensical and interesting looking since the whole design is very whimsical.<br />
<br />
Now I am doing a quick and very simple environment for it to live in. I'm going with the same basic idea as the Apex Observatory where a rickety and precarious observatory has been built on a very high and narrow peak above the clouds. Except now it's scaled down to a single eccentric astronomer living as a hermit on a tiny patch of land. Here is an early iteration:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-ZDKzyX1gz34/UL1Q6F41MBI/AAAAAAAADu0/2G7UHIlqdy4/s1600/telescopescene.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-ZDKzyX1gz34/UL1Q6F41MBI/AAAAAAAADu0/2G7UHIlqdy4/s320/telescopescene.PNG" width="246" /></a></div>
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com1tag:blogger.com,1999:blog-7924654279224432605.post-12767241632119405682012-11-30T15:42:00.000-08:002012-11-30T15:42:23.492-08:00dDo is pretty neat.So dDo by Quixel is in open beta now and I gave it a spin. Just a simple test on a super generic nonsense sci fi wall, but it's a very handy tool. Won't be able to replace doing texturing b hand, but it automates a lot of the drudgery of painting in scratches along edges and blending dirt into cavities. Me likey.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-sAMLoumC74o/ULkm1VHgGxI/AAAAAAAADt4/_5SXT0bi87I/s1600/ddo.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-sAMLoumC74o/ULkm1VHgGxI/AAAAAAAADt4/_5SXT0bi87I/s320/ddo.PNG" width="287" /></a></div>
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-61765238896656570182012-11-05T11:58:00.000-08:002012-11-05T11:58:17.243-08:00Fatty The Pirate<div class="separator" style="clear: both; text-align: left;">
I think this guy has shown up in a previous post or two, but I decided to sit down one day and texture him. I tried out a new approach to handpainted textures where I make a base diffuse lighting pass out of the green channels (up vector) of a Bent Normal map and a PrtP map, and make a cavity map out of a normal map to bring out some details. Then I just painted skintones and such and blended them with the light pass. It turned out pretty nice, I'll definitely keep using this technique.</div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-G8VPJwHD_Qg/UHiq8bfqoxI/AAAAAAAAC5M/rcyZtz2xzp0/s1600/pirate.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="147" src="http://1.bp.blogspot.com/-G8VPJwHD_Qg/UHiq8bfqoxI/AAAAAAAAC5M/rcyZtz2xzp0/s320/pirate.PNG" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/--69re15RxOw/UHjEUhFMR5I/AAAAAAAAC5o/_OJNRp4vifY/s1600/pirate_texture+breakdown.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="146" src="http://2.bp.blogspot.com/--69re15RxOw/UHjEUhFMR5I/AAAAAAAAC5o/_OJNRp4vifY/s320/pirate_texture+breakdown.png" width="320" /></a></div>
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com1tag:blogger.com,1999:blog-7924654279224432605.post-31924775956769888552012-10-08T19:16:00.001-07:002012-10-08T19:16:34.264-07:00Trying out a neat technique.<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-LqAIEURX36I/UHOE9PHm3VI/AAAAAAAAC3U/VMJvoZvOmHQ/s1600/wrassler.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="259" src="http://1.bp.blogspot.com/-LqAIEURX36I/UHOE9PHm3VI/AAAAAAAAC3U/VMJvoZvOmHQ/s320/wrassler.png" width="320" /></a></div>
<br />
I saw a really clever technique in a video by Ryan Kingslien and had to try it out. Instead of sculpting on top of a flat featureless basemesh I made a quick wire armature with zSpheres and then used the InsertSphere brush to add "lumps of clay" that I then stretched and deformed into the different muscles and big forms. Essentially emulating how one would work with clay in real life. It's a really obvious way to work when I think about it, and the tools have been around since zBrush 3 so I have no idea why I never throught of it before.<br />
<br />
Here is the video I mentioned by the way:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<object width="320" height="266" class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://0.gvt0.com/vi/PeGolX2_yIA/0.jpg"><param name="movie" value="http://www.youtube.com/v/PeGolX2_yIA&fs=1&source=uds" /><param name="bgcolor" value="#FFFFFF" /><param name="allowFullScreen" value="true" /><embed width="320" height="266" src="http://www.youtube.com/v/PeGolX2_yIA&fs=1&source=uds" type="application/x-shockwave-flash" allowfullscreen="true"></embed></object></div>
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-37146026626915190332012-08-08T02:45:00.000-07:002012-08-08T02:45:24.439-07:00Just a window.Updates have been slow. Moving out and getting ready for the Massive Black Workshop here in SF.<br />
<br />
Today I made a Window. Huzzah. Trying to compile a set of MultiMesh brushes in zBrush through this project, that should save me some time in the future.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-cUodHnXprlk/UCIygIhZYnI/AAAAAAAACyo/s1nKj1edv40/s1600/window.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-cUodHnXprlk/UCIygIhZYnI/AAAAAAAACyo/s1nKj1edv40/s320/window.jpg" width="241" /></a></div>
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-31345355569450756312012-08-01T18:18:00.000-07:002012-08-01T18:18:03.702-07:00Just playing with Maya Vector.Just for fun.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-XYOSM2WW5zc/UBnCE7KCTmI/AAAAAAAACxA/PalRNQmmVH8/s1600/headphones.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-XYOSM2WW5zc/UBnCE7KCTmI/AAAAAAAACxA/PalRNQmmVH8/s320/headphones.png" width="263" /></a></div>
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-4814733866732240712012-07-22T00:01:00.000-07:002012-07-22T00:01:17.422-07:00UDK Fake Thickness MaterialToday I made a material that fakes thickness on surfaces that use transparency masking. <div>
<br /></div>
<div>
The concept is basically to offset the texture with a Bump Offset node (also known as Parallax), then darkening it with a multiply node, and then adding it underneath the original texture with a Lerp node. It doesn't handle corners that well, so I'm wondering if multiple stacks of Lerp might help with the illusion but I'm worried about the drawcalls. Also, I'm not sure if this is more efficient than just stacking two planes, I'll have to do some testing.</div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-KFdZXZxFzwQ/UAuFIGptCxI/AAAAAAAACv8/rVJf0Rm92r4/s1600/thickness+mat.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="216" src="http://3.bp.blogspot.com/-KFdZXZxFzwQ/UAuFIGptCxI/AAAAAAAACv8/rVJf0Rm92r4/s320/thickness+mat.PNG" width="320" /></a></div>
<div>
<br /><div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/fqKG6FuABqE?feature=player_embedded' frameborder='0'></iframe></div>
<br />
Here is the Material Graph:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-2_d_RJt67NA/UAuFFaa81rI/AAAAAAAACv0/zwEUji4UVeo/s1600/thickness+mat+graph.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="196" src="http://4.bp.blogspot.com/-2_d_RJt67NA/UAuFFaa81rI/AAAAAAAACv0/zwEUji4UVeo/s320/thickness+mat+graph.PNG" width="320" /></a></div>
<br /></div>Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-27828038948901539582012-07-20T17:17:00.003-07:002012-07-20T17:21:13.492-07:00More technical art!I saw a pretty good explanation of a Silent Hill style transition material so I was inspired to try that out myself. The article in question is here: <a href="http://dp3dblog.tumblr.com/post/26742825968/thoughts-on-texture-transition-fx">http://dp3dblog.tumblr.com/post/26742825968/thoughts-on-texture-transition-fx</a><br />
But I did a change to it where I did an Add operation of the rock texture on top of the transition mask to make the glow effect match the rock texture better.<br />
<br />
The material is connected to a Matinee that controls the transition parameter, and the Matinee is triggered by a key press through Kismet. T to make the transition, and G to reverse it.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/URnXfR3OziY?feature=player_embedded' frameborder='0'></iframe></div>
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-56939368791707660492012-07-19T22:20:00.000-07:002012-07-20T01:28:01.612-07:00The Apex Observatory: Final block-in and a texturing test.Opted for a mashup of A and C, and I decided to move the platform out further so players arriving by the elevator can get a better view of the structure. The building itself isn't very modular, but I intend to make good use of tiling textures and material effects for things like snow.<br />
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-wY3BqkBvyks/UAfC6HaifII/AAAAAAAACuY/h-gA9hTQaao/s1600/Capture5.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/-wY3BqkBvyks/UAfC6HaifII/AAAAAAAACuY/h-gA9hTQaao/s320/Capture5.PNG" width="233" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-HuL2GmddSIo/UAfC6Oqbv4I/AAAAAAAACuU/6k2vAKa81Jw/s1600/Capture6.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-HuL2GmddSIo/UAfC6Oqbv4I/AAAAAAAACuU/6k2vAKa81Jw/s320/Capture6.PNG" width="138" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-muZ0LlI_zcc/UAfC61S0etI/AAAAAAAACug/wX9FpxKtIlA/s1600/Capture7.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/-muZ0LlI_zcc/UAfC61S0etI/AAAAAAAACug/wX9FpxKtIlA/s320/Capture7.PNG" width="310" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-8bzNP0EHqDU/UAITM0bo48I/AAAAAAAACuA/NZ1hezsTJBI/s1600/Capture3.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/-8bzNP0EHqDU/UAITM0bo48I/AAAAAAAACuA/NZ1hezsTJBI/s320/Capture3.PNG" width="312" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-HYsDlAUBXVQ/UAfC6xqaG7I/AAAAAAAACuo/9BX5zC9fBKA/s1600/Capture8.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="220" src="http://1.bp.blogspot.com/-HYsDlAUBXVQ/UAfC6xqaG7I/AAAAAAAACuo/9BX5zC9fBKA/s320/Capture8.PNG" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
I also did a quick texture pass on the walkway to probe for any oddities surrounding how UDK handles textures and UV's. I discovered that shadows won't render if the UV's go outside 0-1 space. And I ran into a problem with baking lightmaps. It seems like meshes with transparency won't cast shadows when using Lightmass, although realtime shadows do. Apparently this is a bug with the May build, but a workaround is supposed to be to change the material Blend Mode to BLEND_Translucent and set Cast Shadow As Masked to True but that isn't working either. Very odd...</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-Kxv9p_HQASA/UAjho6JxIhI/AAAAAAAACvI/QqteJvYTSm4/s1600/Capture10.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="184" src="http://2.bp.blogspot.com/-Kxv9p_HQASA/UAjho6JxIhI/AAAAAAAACvI/QqteJvYTSm4/s320/Capture10.PNG" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-nf-FgjZv7Mc/UAjhoscWIKI/AAAAAAAACvA/_9E9MYbJDbA/s1600/Capture9.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="182" src="http://3.bp.blogspot.com/-nf-FgjZv7Mc/UAjhoscWIKI/AAAAAAAACvA/_9E9MYbJDbA/s320/Capture9.PNG" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div>
<br /></div>Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com2tag:blogger.com,1999:blog-7924654279224432605.post-26724532889391253272012-07-12T14:53:00.000-07:002012-07-20T17:50:29.163-07:00The Apex Observatory: Block-in stageAll right, graduating in winter, time to get some portfolio pieces out of the door.<br />
<br />
The Apex Observatory is built on a thin needle of a mountain that pokes up above the clouds so the astronomers always have a clear view of the sky. Unfortunately space is rather scarce and with star gazers flocking in from all corners of the world comes the demand for expanded facilities.<br />
<br />
A bit of a whimsical environment. The idea is essentially a cluster of towers and buildings huddled together on a tiny peak. It will sort of float in an expansive sea of clouds with a few smaller peaks poking out like islands. Above will be a beautiful star filled sky with all its celestial bodies in clear view.<br />
<br />
So far I've just done some quick block-ins in Maya, trying to get a feel for the general shape and composition of the structure. I like the lopsided and angular towers in A, but I find the general layout rather boring. I'm liking the general construction of the structure and the shape of the towers in B, but I feel the layout and negative space in C is a lot more interesting.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-MdD5hQvcxVo/T_9B43BtRbI/AAAAAAAACtY/v2LIo9horH8/s1600/blockins.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="306" src="http://2.bp.blogspot.com/-MdD5hQvcxVo/T_9B43BtRbI/AAAAAAAACtY/v2LIo9horH8/s400/blockins.jpg" width="400" /></a></div>
<br />
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-79891936206315521922012-06-01T23:36:00.000-07:002012-07-20T17:19:11.266-07:00Some technical art for a change.A friend of mine asked about custom materials in Unity and I ended up experimenting with making a vertex blending material. I used the Strumpy Shader Editor because I'm not a programmer, but the concept is to combine the vertex color and a depth map to mask the blending of two different sets of textures.<br />
<div>
<br />
<div>
It's essentially this material for UDK, except done in Unity:</div>
</div>
<div>
<a href="http://udkc.info/index.php?title=Tutorials:Vertex_Color_Blending">http://udkc.info/index.php?title=Tutorials:Vertex_Color_Blending</a>
</div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-5xv9UAeKypA/T8mDJrSvEdI/AAAAAAAAB3M/s18tRfIWn-A/s1600/vertexblendmaterial.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="256" src="http://1.bp.blogspot.com/-5xv9UAeKypA/T8mDJrSvEdI/AAAAAAAAB3M/s18tRfIWn-A/s320/vertexblendmaterial.jpg" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div style="text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/HDXwSEUYrbI?feature=player_embedded' frameborder='0'></iframe></div>
<div>
<br /></div>Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-23020592502103277502012-05-29T02:11:00.000-07:002012-05-29T02:12:10.643-07:00Big ol' backlog of stuff.<div class="separator" style="clear: both; text-align: center;">
</div>
<div style="text-align: left;">
All right, been too busy to post lately. Here is a bunch of stuff from the end of the semester:</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
The ecorche is done, which is the project that has absorbed most of my time this last month. Every muscle and bone has been modeled out, although the proportions are a bit off here and there. </div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-BAE2JkAUBpA/T735Ppnpz8I/AAAAAAAABwQ/ZVrgTv5lL6A/s1600/ecorche_skin.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-BAE2JkAUBpA/T735Ppnpz8I/AAAAAAAABwQ/ZVrgTv5lL6A/s320/ecorche_skin.jpg" width="247" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-QxiQ0My-Zrw/T735Puu_eBI/AAAAAAAABwU/Gfxrp_jSKpI/s1600/ecorche_skeleton.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-QxiQ0My-Zrw/T735Puu_eBI/AAAAAAAABwU/Gfxrp_jSKpI/s320/ecorche_skeleton.jpg" width="247" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Creepy Spider dude thing. 3 hour sketch experimenting with alphas.</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-uwULdt4hExw/T6T9VjNzEVI/AAAAAAAABsQ/y3XA9w-qogI/s1600/pic.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="243" src="http://4.bp.blogspot.com/-uwULdt4hExw/T6T9VjNzEVI/AAAAAAAABsQ/y3XA9w-qogI/s320/pic.jpg" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Urania the greek Muse of Astonomy and Philosophy. A midterm project for my Myth and Symbols class where I had the option to make a piece of art rather than write an essay. Rendered with vRay.</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-uwULdt4hExw/T6T9VjNzEVI/AAAAAAAABsQ/y3XA9w-qogI/s1600/pic.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"></a><a href="http://2.bp.blogspot.com/-_iDMSCLktSs/T6tQayqB2MI/AAAAAAAABtg/lYa5btSaaPQ/s1600/urania_render_web.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-_iDMSCLktSs/T6tQayqB2MI/AAAAAAAABtg/lYa5btSaaPQ/s320/urania_render_web.jpg" width="180" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-Q--uK0fwjWM/T6pbN3A3DvI/AAAAAAAABtU/wVZHejEvtkM/s1600/CharacterStrip.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="150" src="http://4.bp.blogspot.com/-Q--uK0fwjWM/T6pbN3A3DvI/AAAAAAAABtU/wVZHejEvtkM/s320/CharacterStrip.jpg" width="320" /></a></div>
<br />
Base for the hair and cloth was done with zSketch.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-b7IQ7Q9MnSM/T6pbNaz7SVI/AAAAAAAABtM/1b3Rt3boYGs/s1600/zsketch1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="267" src="http://3.bp.blogspot.com/-b7IQ7Q9MnSM/T6pbNaz7SVI/AAAAAAAABtM/1b3Rt3boYGs/s320/zsketch1.jpg" width="320" /></a></div>
<br />
Fishman, another quick sketch.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-aWhbyjtxZg8/T6HPfBeF7RI/AAAAAAAABr0/dfUb7u_hAsc/s1600/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-aWhbyjtxZg8/T6HPfBeF7RI/AAAAAAAABr0/dfUb7u_hAsc/s320/1.jpg" width="213" /></a></div>
<br />
Experimenting with the Unity engine's Terrain system.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-Se9Yfj0jw3g/T7LynBuKb8I/AAAAAAAABvU/Hs1OV1HSHGU/s1600/Capture.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="248" src="http://1.bp.blogspot.com/-Se9Yfj0jw3g/T7LynBuKb8I/AAAAAAAABvU/Hs1OV1HSHGU/s320/Capture.JPG" width="320" /></a></div>
<br />
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-37392924250152867202012-05-29T01:53:00.002-07:002012-05-29T01:53:55.903-07:003DS Max Traffic LightI am doing a weekly modeling club with some schoolmates where we give each other a weekly challenge. This week's challenge was a traffic light done entirely in 3DS Max. This is my first time using 3DS Max so it was slow as hell and parts are a bit funny looking. <div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-yNpnxv6yurY/T8SOGLKVe6I/AAAAAAAABw4/eq5Bqk5eN7Y/s1600/screenshot01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="305" src="http://1.bp.blogspot.com/-yNpnxv6yurY/T8SOGLKVe6I/AAAAAAAABw4/eq5Bqk5eN7Y/s320/screenshot01.jpg" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-XRBFhHK5Ub0/T8SOGHMhN7I/AAAAAAAABww/jNOq6ZgMeYc/s1600/screenshot02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="305" src="http://2.bp.blogspot.com/-XRBFhHK5Ub0/T8SOGHMhN7I/AAAAAAAABww/jNOq6ZgMeYc/s320/screenshot02.jpg" width="320" /></a></div>
<div>
<br /></div>Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-69679484348864210102012-04-30T14:28:00.000-07:002012-04-30T14:28:02.267-07:00Little toy peopleSaw a guy at zBrushcentral who used zBrush to design vinyl toys, so I decided to give that a try.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-1uzZARpcX_0/T55CObZawQI/AAAAAAAABrM/RNDpfn1EI9U/s1600/wafawwa.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-1uzZARpcX_0/T55CObZawQI/AAAAAAAABrM/RNDpfn1EI9U/s320/wafawwa.jpg" width="256" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Rendered this guy in VRay and gave it funky colors in Photoshop.</div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-5E57Mri3gBE/T556zv21wPI/AAAAAAAABrY/hbQMZLPAayk/s1600/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-5E57Mri3gBE/T556zv21wPI/AAAAAAAABrY/hbQMZLPAayk/s320/1.jpg" width="179" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
This is just the zBrush viewport, I might render him later once I find a good way to transfer the polypaint colors.</div>Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-11941680728637735442012-04-26T00:45:00.000-07:002012-04-26T00:45:33.250-07:00Experimenting with zSketch: A Sphere thingy.So I figured out a way you can use zSketch on a polygon mesh rather than just a zSphere. It's ridiculously simple, you just append the zSphere to the tool you want to draw on and enter zSketch mode. So I had fun with a sphere and some radial symmetry. :)<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-ZmlKAw6i49Q/T5j6jE0PAjI/AAAAAAAABrA/_hjvMVWw2OI/s1600/2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="316" src="http://2.bp.blogspot.com/-ZmlKAw6i49Q/T5j6jE0PAjI/AAAAAAAABrA/_hjvMVWw2OI/s320/2.jpg" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-8gdlOASXDWo/T5j6jASK4cI/AAAAAAAABrA/hjfT3VJoNMU/s1600/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="311" src="http://1.bp.blogspot.com/-8gdlOASXDWo/T5j6jASK4cI/AAAAAAAABrA/hjfT3VJoNMU/s320/1.jpg" width="320" /></a></div>
<br />
As soon as I get on a stronger computer I'll bake this out as a Unified Skin so I can bring it into Maya and give it a proper render. I need a really high resolution setting to catch all the detail and this computer just chokes on it. :<Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-80023786263461698012012-04-22T20:45:00.001-07:002012-04-22T20:45:27.959-07:00Big fat update.I keep forgetting to update this blog, so here is a big pile of what I've been doing lately.<br />
<br />
Skeleton is almost done. Just need to finish the feet and skull, and fix some proportions.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-KvK7dsGQndQ/T5OO2LGtWLI/AAAAAAAABpo/A05vnlhbs9c/s1600/CharacterStrip.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="242" src="http://3.bp.blogspot.com/-KvK7dsGQndQ/T5OO2LGtWLI/AAAAAAAABpo/A05vnlhbs9c/s320/CharacterStrip.jpg" width="320" /></a></div>
<br />
Elaborated more on the scar of this guy.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-ElFVxXMgVJE/T4Ur8TPu75I/AAAAAAAABYE/wcTb8PsCJu4/s1600/6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-ElFVxXMgVJE/T4Ur8TPu75I/AAAAAAAABYE/wcTb8PsCJu4/s320/6.jpg" width="259" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Experimented with some Mental Ray features. Not really noticable in this picture. Details here: http://forums.cgsociety.org/showthread.php?f=87&t=970700&page=1&pp=15</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-Poh2dqoyuKE/T4tOEjsYFGI/AAAAAAAABpA/8K6tpHyEgsc/s1600/unified_sampling.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://4.bp.blogspot.com/-Poh2dqoyuKE/T4tOEjsYFGI/AAAAAAAABpA/8K6tpHyEgsc/s320/unified_sampling.jpg" width="320" /></a></div>
<br />
Did a bust of Disney's Jafar.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-3YK7iXk092w/T5OO7odG-9I/AAAAAAAABp4/0e619uS1DrY/s1600/CharacterStrip.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="251" src="http://3.bp.blogspot.com/-3YK7iXk092w/T5OO7odG-9I/AAAAAAAABp4/0e619uS1DrY/s320/CharacterStrip.jpg" width="320" /></a></div>
<div class="" style="clear: both; text-align: left;">
A shitty arm study.</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-gkLiWLFtC-o/T5OO5Dun3mI/AAAAAAAABpw/tlUwh74kBRQ/s1600/CharacterStrip.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/-gkLiWLFtC-o/T5OO5Dun3mI/AAAAAAAABpw/tlUwh74kBRQ/s320/CharacterStrip.jpg" width="262" /></a></div>
<br />
And experimented with some zBrush alpha features and texturing techniques.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-Vpk_cNariAQ/T5TI6mgK5ZI/AAAAAAAABqI/Mkb3hDVebXQ/s1600/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/-Vpk_cNariAQ/T5TI6mgK5ZI/AAAAAAAABqI/Mkb3hDVebXQ/s320/1.jpg" width="264" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-IQqFga1CF3c/T5TI6SXW8fI/AAAAAAAABqE/ABmFLX7V_BM/s1600/wall.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="195" src="http://1.bp.blogspot.com/-IQqFga1CF3c/T5TI6SXW8fI/AAAAAAAABqE/ABmFLX7V_BM/s320/wall.JPG" width="320" /></a></div>
<br />
Which I recorded a video of, gonna start doing this for my sketches from now on.<br />
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/jK2qILHhabw?feature=player_embedded' frameborder='0'></iframe></div>
<br />
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-12359057482442760382012-04-06T04:18:00.003-07:002012-04-06T04:18:59.919-07:00So that skeleton in the bottom of the previous post is part of an Ecorche for my Organic Modeling class. Here is tonight's update on it. Proportions will be fixed once I'm out of the zSphere stage.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-DrIE6EhHX7s/T37POYtrJYI/AAAAAAAABXk/lOW8aRAtgV0/s1600/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/-DrIE6EhHX7s/T37POYtrJYI/AAAAAAAABXk/lOW8aRAtgV0/s320/1.jpg" width="204" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-Zk0-KFfodSY/T37POQrOLEI/AAAAAAAABXo/0kfHbNSoFL4/s1600/2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-Zk0-KFfodSY/T37POQrOLEI/AAAAAAAABXo/0kfHbNSoFL4/s320/2.jpg" width="167" /></a></div>
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-89444682757710032222012-04-05T22:16:00.000-07:002012-04-05T22:16:05.550-07:00More stuff.Forgot to update with this stuff.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-sWbqL6ply50/T3qv0B53PEI/AAAAAAAABXA/hCorOIvD7Jg/s1600/3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/-sWbqL6ply50/T3qv0B53PEI/AAAAAAAABXA/hCorOIvD7Jg/s320/3.jpg" width="258" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-za1okG3yEMQ/T3qv0Ac6v7I/AAAAAAAABXA/iuga2Z4fk8w/s1600/4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-za1okG3yEMQ/T3qv0Ac6v7I/AAAAAAAABXA/iuga2Z4fk8w/s320/4.jpg" width="263" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-dNFC27MZ4c0/T3v8oSfV2kI/AAAAAAAABXI/7KB4repwjLk/s1600/5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="313" src="http://2.bp.blogspot.com/-dNFC27MZ4c0/T3v8oSfV2kI/AAAAAAAABXI/7KB4repwjLk/s320/5.jpg" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-M4BezfpyFZ8/T35ypM9gHMI/AAAAAAAABXY/yYIvM-kJaHY/s1600/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="138" src="http://2.bp.blogspot.com/-M4BezfpyFZ8/T35ypM9gHMI/AAAAAAAABXY/yYIvM-kJaHY/s320/1.jpg" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-fhAXVhAAaQY/T3WHZF6r7lI/AAAAAAAABT0/Rrk0wP6ADSU/s1600/skeletor.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/-fhAXVhAAaQY/T3WHZF6r7lI/AAAAAAAABT0/Rrk0wP6ADSU/s320/skeletor.jpg" width="138" /></a></div>
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-5151899983039728232012-03-29T02:49:00.001-07:002012-03-29T02:50:11.522-07:00Decided to sit down today and just finish this bastard. Obviously not really done, because there's no fine detailing like damage and dirt, as well as straps and chainmail. But I need to move on. I feel I figured out the workflow well enough from this.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-wc6x9qqydyA/T3QvK4uyWuI/AAAAAAAABTo/B1rMRdKE2tk/s1600/8.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="254" src="http://2.bp.blogspot.com/-wc6x9qqydyA/T3QvK4uyWuI/AAAAAAAABTo/B1rMRdKE2tk/s320/8.jpg" width="320" /></a></div>
<br />Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-74371248111051526472012-03-18T04:27:00.001-07:002012-03-19T02:30:32.601-07:00Dude in armor part 1wanna try out some hard surface stuff in zBrush. Here is an early concept sculpt I'll be working off.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-MnXet_xnJlQ/T2XFFMA3O7I/AAAAAAAABRo/3IXOdVAhfpc/s1600/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-MnXet_xnJlQ/T2XFFMA3O7I/AAAAAAAABRo/3IXOdVAhfpc/s320/1.jpg" width="278" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">EDIT:</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">I don't feel this warrants a new post so I'll just edit it in here. </div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">This is what I'm getting out of this process. Still pretty minor but it has a lot of potential.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-f38SDNQok3U/T2b7Sf0C9kI/AAAAAAAABR0/_xz-yMfEE_4/s1600/3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="313" src="http://3.bp.blogspot.com/-f38SDNQok3U/T2b7Sf0C9kI/AAAAAAAABR0/_xz-yMfEE_4/s320/3.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div>Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0tag:blogger.com,1999:blog-7924654279224432605.post-72916598908872580032012-03-16T07:35:00.000-07:002012-03-16T07:35:11.633-07:00Cloth study.Worked all night on this. So tired. No comments. Zzzzzzzzzzzzzzzzz.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/-AivcBdNw6nA/T2NOIZ398RI/AAAAAAAABQ8/SAxRBMyTN5M/s1600/cloth_front.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/-AivcBdNw6nA/T2NOIZ398RI/AAAAAAAABQ8/SAxRBMyTN5M/s320/cloth_front.jpg" width="194" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-lKzdulscicQ/T2NOIU-olHI/AAAAAAAABRA/iFHDp8qHmX8/s1600/cloth_back.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/-lKzdulscicQ/T2NOIU-olHI/AAAAAAAABRA/iFHDp8qHmX8/s320/cloth_back.jpg" width="244" /></a></div>Anonymoushttp://www.blogger.com/profile/03433575806401757454noreply@blogger.com0