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Monday, October 30, 2017

3D Class Week 11 - Modeling a Medium Complexity Character

For the next 3 weeks we are taking a medium complexity character and doing the full pipeline to turning it into a game model.  I chose this lil guy drawn by Nick Zuccarello:


During my process, I looked at several references for how I wanted to sculpt him/add the details.  I ended up really liking the idea of him looking like a vinyl/plastic toy and decided to go down that route.

I ended up looking at a lot of Disney Infinity figures as reference:


I also looked at some vinyl figures, mostly from the series called Cute But Deadly:




And this was my final hi res sculpt in Zbrush:



I really wanted to focus on having those hard, flat edges along with hard creases.  I also loved him looking more flat/hard rather than soft and squishy since I wanted to go for that plastic toy look.


Wednesday, October 25, 2017

2D Class Week 10 - Silhouettes Part 2

This we revisited the silhouettes assignment from week 2.  I decided to continue exploring shapes and designs for weapons but I wanted to go for a long/greatsword feel with a slightly evil look to them.

These were my designs:


And these were from the first round:


Monday, October 23, 2017

3D Class Week 10 - Modeling a Simple Character

We're finally truly out of our 8 week boot camp which is AMAZING!!!

This week we had to do the whole pipeline that we did with the cannon but with an organic creature and in only 1 week.

These were the drawings/concepts we could choose from:




I did the fish on the bottom left of the top sheet.

This project, in my opinion, had a pretty big curve in terms of challenge.  Making a simple prop with harder edges is vastly different than making an organic creature, especially a fish!  Those fins were super hard.

Anyway these were my final renders.  I think it came out okay for my first try at making an organic character and am just excited to get even better!




Zbrush sculpt:


UV's:




Style Guide - Psychonauts

For the past 2 weeks we worked in groups to make a style guide based off an existing game.  The group that I was a part of got the game Psychonauts.



















Tuesday, October 17, 2017

2D Class Week 09 - Basic Shapes and Shape Language Round 2

This week we revisited our basic shapes assignment from week one and either made a new piece or redid our original.  I decided to do a new one.

This was the original one from week 1:



And this is the one I did this week:


Reference:



And just as a fun exercise I did a study based off of one of Syd Mead's paintings.  I simplified it a lot but wanted to get the essence of the painting.  It was really good practice!

This was Syd's original painting:


And this was my study:


Sunday, October 15, 2017

3D Class Week 08 - Working in a Game Engine with a Final Prop

This week we finally brought everything together and put our final prop into the game engine.

Here is the material for the cannon with all the textures exported and put into a material


And here is the object in UE4 with a mannequin to scale:




And here is the same cannon but with some lighting that I made thrown on it with a post process volume effect.





Tuesday, October 10, 2017

2D Week 07 - Final Illustration

For this weeks assignment we took all the concepts that we learned over the past few weeks and had to make a final illustration.  Along with that we took an artist that we looked at and used some elements of their artwork as inspiration in ours.

The artist that I chose was Matt Rhodes.  I was influenced by his linework and how he rendered clothing.  Along with that I was influenced by his way of coloring/shading his characters.  There's a really good video showing his process and I tried to emulate it but I found it hard trying to render a character in the way that he does it.  It's a super cool process and is quick and produces cool results but I just couldn't get it to look right.

So instead, I did a hybrid of his style and mine.  I'm more into graphic illustrations with hard cel shading and less into painterly things but I wanted to try merging the two.  I really like how rough it looks and how it still maintained that graphic feel.  I learned a lot doing this and had a really good time drawing it!

The illustration is a scene from a Dungeons and Dragon's campaign that I'm in where my character Ren (the one in the foreground) is encountered by an old enemy that he has been looking for in a dark and corrupted forest.  The enemy is a Drow soldier who got corrupted by Fey magic and who's appearance got slightly distorted.  This scene illustrates Ren being caught off guard seeing her and on the defensive.


Sunday, October 8, 2017

3D Class Week 07 - Texturing a Prop

For this week we took our cannon that we sculpted on and baked the details into the low poly model.  Once that was done, we took our model into substance painter and textured it.  I wanted to try and emulate a hand painted texture look to it without doing actual hand painted texture work.

I'm really proud of the results of it and think I got pretty close to the WoW style which is what I was trying to achieve.  This whole process was a huge learning experience for me and I had a really fun time doing the whole pipeline.

Here is a link to each individual step of the process that I did for this project:

Proxy: http://rileyribattofiea.blogspot.com/2017/09/3d-class-week-05-modeling-prop.html

Zbrush Details: http://rileyribattofiea.blogspot.com/2017/10/3d-class-week-06-uv-and-digital.html