Scooter render 2

New renders for the scooter, Lots of changes made overall. Not much longer for the final renders, I will be building a flash interface to display the completed vehicle.









video

Nash Metropolitan Digimill Entry



You will be seeing this car being reproduced in 3D very soon.

Slimer Work in progress shots 1


This post will show some of the work in progress shots from a character I started in Z-brush a few months back. It's "Slimer" from the ghost buster’s the movie and series. If you don't know the character that well, he is a ghost that eats like a black hole and slimes on everybody. Currently the detail is allot further along within z-brush; I will make a post now so that you can see it in comparison later.

I will be focusing on the arms, hands, teeth and rolls of the body. My computer is not keeping up very well with the added geometry and subdivisions. I am in at least double the division count now focusing on major details of the hands first.

The characters arms have been replaced once to better allow for flow in the 3D anatomy of the face. The eyes are placeholders until animated spheres are added later; I created this character because I am fond of the style and would like to build a small animation loop of this character hovering for a 3D rotation.


I started with this reference shot from a toy off the internet.





Tiki Mask






This is a Tiki Mask that I had stashed away somewhere. I will still be refining more

Wrecker bot in Pose




Hello,

This is the newest step for the robot. I have put the entire bot character into pose within scene. I have checked the proportions to be certain before I went forward. I had extended the length of the leg from the drawing so that had to be adjusted back. The width of the inside upper legs and the arm width had to go wider on the inside too. These images will not show the latest refinements because they are on the model outside this scene. I have done many refinements to the characters head neck and shoulders. I will import the newer models and update the same shot continuously, when the unwraps are in progress we can see them updated off the painted Uv stamp/PSD instantly with each save.

The main character is in z-brush now, when that process in getting further along I will show work in progress shots. I am now going to un wrap the bot characters body and create lines running around the back of the head before un wrap it.






Wrecker refined block model




I have gone over the character again and better defined the face, all the muscles in the arms and the waist around the belt. I have put the back on the characters head and defined all the geometry and flow around the upper shoulders lower neck. The hands are better formed and I thickened the fingers. I also clean up a bunch of geometry to all latter features. I will next go in Z brush 3 and start better refining some shapes!!!

Wrecker Block model




This is my block model work in progress for now. I tried to focus on the flow of the suite over and across the muscles as well as the flow of the wrinkles and fold verses the loops of the muscles. I plan on having all major aspects of this character by afternoon Saturday.

I will refine the character in z brush before I attempt to construct Knee pads, belt, ears and ear covers, small horns, buttons. The gloves and suite barrier lines will be defined also at a later time.

Wrecker Robot Block Model

I have modeled out the most essential aspects of the robot and will now move on to the larger character.




sketch part 2





I have extracted some of the darker elements of the painting so I could see what was there more clearly. I sketched the main character so that I can follow all the flowing parts and have an absolute reference for details. It was staining to say the least, I have yet to bring the up the bottom half. I will be able to fill in all the areas now that are not on the painting. I plan on moving back to the character sheets tomorrow and gathering photos for reference material on the hands and pose.

Front profile sketch


This is my quick rough attempt at defining the front of this robot that is not seen in the actual painting. I will use this to create all the basic construction in proper proportions and then work back and forth with the original to get the exact surfaces. The most difficult part will be getting all the limbs to translated into position with the existing camera angle and still be correct in 3D space as it rotates.

robot sketch


I was tying to roughly define boundary elements of the robot to more accurately create a sketched rotation. The painting is dark so it was very important that I better understand the visual break down of the underlying structure before attempting any modeling. This character is in a funny perspective and a very dynamic pose so there will be many added difficulties in positioning him correctly in a 3D environment.

Brom Wrecker


My newest 3D modeling challenge for my upcoming demo reel. I wanted something with a lot of depth and refinement to create a fully rotational 3D model for digital display. This is an original Brom painting from 1996. It was tucked away in a lower corner of one of his painting books called Darkworks originally published in 1997. In my eyes, Brom’s paintings push the envelope as far as I would like when it comes to brush strokes. I am drawn to paintings that are roughly refined. I feel that the blotted color expresses better than over blending and absolute beauty. I always feel the characters are so well conceptualized, sketched and painted. That is why his work was an obvious choice for my own 3D practice. These models will be re-created in multiple sketched poses and then constructed and developed in 3D. Refining the digital sculpting in z-brush and accurate digitally painted textures interests me the most on this particular piece.

Infomescial from last semester




This is a video Justin and I made last semester in compositing class.

Nebula scooter for short fim animation








This is my test render before I began increasing the geometry and refining details.

Vampire squid step 6








Vampire squid part 5

In this portion I creates the other side and joined the 2 half’s and I refined the seam. I made all my last minutes changes to the surface and started making the rig for the body, fins and tentacles. I made them (bones) with a 3D chain to allow it limitless movements in every direction. This will be the last post with the tentacles straitened out!!






Vampire squid part 4

I have ran the remaining geometry on the body and completed the opposite side reverse to the body. After that I smoothed the flipper to make it more streamline and built the eye socket. The next step is Z-Brush refinement and realistic skin texturing.







Vampire squid part 3

For this section I worked on flowing out all the necessary geometry for the tentacles and pulled out new polygons for the tips. This will make it possible to create the reverse side more accurately. There is still some added geometry needed around the sides of the tentacles to better defines them from the webs lying between.



Vampire squid step 2

For this section I had to make a pattern in illustrator to distance out the tentacles properly.



Vampire squid Start




This is a new project for use on my upcoming demo reel, this is a 3-week project from start to finish and I am making this character animate able so it will also need a bone rig as well. This is a real live ocean dweller that has adapted to living at great depths over millions of years. I will be texturing it accurately in Z Brush in the following weeks for a highly defined skin result.



Main body construction required accurate side view of the animal. Most all of my visual reference is video documentaries, they are highly defined and the actions in each film visually describe the animal very well for animation.

Van Dam Z brush

I’m now at level 5 subdivisions in z brush and need to start on finer wrinkles in the forehead and lips as well as around the eyes and ears. The hair will have to be started as well as eyebrows and stubble on face.

Z Brush Practice




We are in the first few weeks of the semester now and we finally get Z-Brush!! This is my first project, Van Dam!! h e heeh eh ehe ehe....... This is what I had done before I started with the final features like wrinkles and the roughness of the skin.

update on texture

Updates on this project are now on hold


>:D

quick texture update

The dress was looking weird so I just changed it quik.



Drill 6 Part 8

I have made the texture for the dress in ostridge skin from a sample of upholstery that my gave me, I'm going to make the entire texture bigger so don't worrie. I have changed all the rivets in the entire character to pitted silver!! The scene isn’t properly lit yet so the renders are as plain as they will ever get. I will obviously do good renders at the end for the 12 hours. We finally will be taking a z-brush class this semester so I might be able to use this for a weekly project just to apply displacement and bump maps properly. I also texture the chest plate and straps, everything so far is hand painted without filters!!















Drill 6 try 1 Part 7

Here is what I have rounding off-hour 7; I have done all the painting on the arm armor and the weird ball on the helmet. I'm going to try and do the dress and the boots next. The skin on the body is yet to be unwrapped, that will be the hardest by far and the most complicated to paint. Once I get the PSD on the object, any changes will be made near the end as long as the main texture is in a PSD they are not set in stone!!











Drill 6 try 1 Part 7







Drill 6 try 1 Part 6

This is what I have to finish up hour 6, the only thing left to do is unwrap the skin portion on the arms and torso. The rest is in UV stamps. I’m feeling too sick tonight to continue so ill pick it up in the morning after I take my daughter to school.






Drill 6 try 1 Part 5

Here is some screen shot for progress, I unwrapped the blue area/torso and part of helmet- the green areas are yet to be unwrapped.


Drill 6 try 1 Part 4

Here is how it looks for the unwrap. The armor under the glove on the right side is unwrapped, I also unwrapped the boots. This is the first time IV done this much unwrapping so...I plan to work swiftly into Photoshop with all the texture stamps pre-loaded all at once for painting. That will still be a few steps away.


Drill 6 Try 1 Part 2

Here is what I had at the end of hour 3. I unwrapped the UV's on the hand and arm armor, laces in the front abdomen and the connecting rings. I will attach the stamps so yal can see them.










Drill 6 try 1 part 2

Here is what I had after 2nd hour completed; the pieces that I have unwrapped are black with red swiggles to show that I have a PSD preloaded to that object made from the stamped UV. The unwraps took most all the time doing it face by face and then reconnecting the pieces and straitening them all out, I had to stop here and there just to check the DVD for the odd thing so sitting time was actually longer. I put in the projections off the UV stamp to show that I did it properly.






>:D



Drill 6 try 1 part 1

I have UV maps to show my first hours texture progress; they are not all complete yet so ill show UV maps on hour 2. I have to leave the school now so ill be posting starting in the morning until 5 in the afternoon. The character will be just as it is shown in the paintings on the earlier posts. If I only knew Z brush......... next semester!!

Drill 6 try 1 Part 0

Here is what IV doesn’t to get the character ready for texturing. I will be starting after I watch a bit of an unwrapping DVD I got yesterday. I modeled all the little things so it looks more accurate.









Willy the Raccoon's character

Willy the Raccoon's character sheet for Maria's Animation and our anpro class. I modeled this character and Justin modeled the firefly. The character is displayed with non subdivided polygons, when I finish the logo for his jacket ill post another smoothed one for yal to see. The character (will-might) have fur by the time we finish the short....we hope!!!, so keep that in mind. I-oh-render away!! >:D








Nebula's today renders/screen shots

Nebula scooter: This is what Willy the main character in our anpro short gets around on.

Here is some of the renders I did in class today, I need to teak the chrome and glass a bit still. The character sheet/screen shot of the scooter has non sub-d
ivided polygons so it may look a bit blocky. >:D





Nebula Scooter WIP

Just a W-I-P on the scooter for our (anpro) project. I have to hand in everything tomorrow afternoon; lots of stuff we have done will be posted....!! You will get to see better progression shots and a variety of polymeshes.



>:D

Drill 5 Try 2 Part 6

Here is what I had ending hour 6, some of the helmet needs to be changed and fixed up before I merge it so that’s why some parts on the helmet are not there. This week I will post it merged before I start on the textures!!








Drill 5 Try 2 Part 5b

End of hour 5 progress. I made the dress and the boots, made the geometry around the waste fabric. next is the glove armor and clothing details, last helmet pieces.






Drill 5 Try 2 stating Part 5

This is what I have set up for reference finally to start hour 5. I will use these for and the boots, the dress will be over the pants. I found that the form itself was very fitting. I will start at 11:00am in 15 minutes.

Drill 5 Try 2 Part 4

Here is the progress after 4 hours. I added the glove that goes under the arm armor, got the rough shapes in for the helmet.





Drill 5 Try 2 Part 3

Here is another hour’s work for this project. I basically ran more geometry and refined the shapes better. I still haven't done anything towards getting a reference model so some things might still need tweaking. I will post now and will not be posting until later, I will still be attempting to finish the modeling tonight to allow proper time for texturing tomorrow. I will also be watching a few DVD's on character creating and anatomy as well tonight. I hope on the next post to have her gloves and mid section clothing totally blocked out!! The chest had allot of pressing on it from the front so I had to model that into her now to get going on the cloths for part 4.








Drill 5 try 2 Part 2

Hey all you soggy bogglers!!! This is the second hour completed for this character, I blocked out the geometry of the body to get everything flowing and it’s going not to bad so far. I only have a reference for the front at this time so in order to go further I will have to import some side shots of a real person to get the torso just right. Don’t worry; none of the details are in yet because I didn’t want to waste time fighting with all the geometry so the next post will be more defined around her chest. None of her armor will be contained in the body geometry so that will help as well!!




Drill 5 try 2 part 1

This is my second attempt at Drill 5; this character is a little more appealing. These pictures are from one hour in. The original character is from a book I own called “Brom Darkwerks” . She will only have 2 arms, in the one shot I rotated the arm as it makes a better model!!






Drill 5 part 3



This is what I had after 6 hours, no much…… I finished naming everything and properly parenting all the parts before I did my final shots. I didn’t want to leave the program until everything was finished and moveable independently. The grill on the mouth was the only thing that wasn’t modeled, I didn’t know if it would be better to texture that part or model it as a separated piece to save looping the geometry on the head….. The panels on his back would be done with textures as well. If you have suggestions please comment.


The next step in class tomorow is the texturing!!! I was done on tuesday, just posting it all now.

Drill 5 part 2





Drill 5 part 1

This is a robot droid that I created for digital painting a few semesters back, I chose him for this exercise because I wanted to do something original. He was harder that I thought to model, all the geometry around his abdomen took the longest.





part 2 drill 4

continued.....................................................................................................................................................



more pics in series, i had the most problem with the ear :(




Face - Drill 4

Here is the first attempt at drill 4

It sucks!!!! no need to grade because im doing it agian........................










continued..............................................................................................................................................

Hand, drill 3





This is my third drill, its hard to see all the detail without the textures on it.