Filed under: 3D, design | Tags: 3D, b&w, black & white, character, man, Maya, model, Render, sci-fi, tri
I’ve been working away on the clothing for this guy. As with the heads, I’ve got a basic topology going on and I’ll be adding further detail love soon.
Then it’ll be time to reuse what I can for the other characters, who happen to be dressed in the same uniform. Convenient!
UPDATE – 13th July
Right, I’ve been to hell and back on this body thing. I’ve re-modeled and re-proportioned my heart out. Here’s a little test that shows off the beauty of displacement maps (and bump/diffuse/specular).
I’m pretty happy with the results I’m getting at render time from such a low poly mesh. Now that the work flow is sorted, time to get going with the real thing!
UPDATE – 13th July (after a 10 hour sesh
)
UV’d the trousers and boots today. Took them into zbrush for their displacements and had a quick bash at a material for the boots. Next I’ll be trying to refine the displacement for the boots so I can get some laces and straps in there.
I like doing these renders after a hard slog, it’s nice to see things coming together! Right, time to eat !
Cheers
Arron
Filed under: 3D, design | Tags: 3D, character, lighting, Maya, model, Render, tri
Much of today was spent taking the head I’ve been working on and making it girly. I’m going to get three rather plain but (hopefully) well proportion heads that I can sculpt further at a later time. The idea is to get away and return with fresh eyes.
Next week I’m gonna start sorting out bodies and clothing for these freaky heads to get acquainted with.
UPDATE – 22 June 09
Here’s the three main characters from my 4th year project. In all their mannequin like glory.
That’s as far as I’m going with these for a couple of weeks while I sort out their bodies. When I return to them it’ll be time to give them much more character and um…oh..I dunno… proper eyelids/hair/pupils ?
Cheers
Arron
Here’s a little of what I’ve been up to lately. Yes, he looks wierd, but there’s been a fair bit of effort to get to this stage. Now that the topology is there (lines ‘n’ that), it’s now about sculpting him to look like the character design.
I’ll also be able to use his tricky bits (the nose and ears etc) as starting points for the other characters. ‘Cause I’m lazy like that.
This post was a way of taking a break from modeling this guy. It can be hard to see the problem areas after a while.
I see plenty now, those eyelids are next !
UPDATE – 19 June 09
Less lumpy now but still a fair bit to go for sure.
UPDATE – 20 June 09
Some rendering for fun after work
We like subsurface scattering !
Cheers
Arron









