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.