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Showing posts with label Sci-Fi. Show all posts
Showing posts with label Sci-Fi. Show all posts

Tuesday, 28 October 2014

Reaper Medic - Character Summative Update


Having failed my first submission (didn't finish on time), the character re-submission date was given on Monday 20th of October. Time to get this character done!

Textures:



Normal Map:

  • Baked with xNormal.
  • Gave me the most trouble, had to bake my character in groups of components to prevent overlapping and cage problems.
  • Still ended up with a few normal issues, though not very noticeable.
  • The Jetpack normals look quite bad, the first part of the character I would fix if I had extra time.
Occlusion Map:
  • Baked with xNormal, along with normals.
  • Has same issues as the normal map.
Diffuse Map:
  • Polypainted on my high poly mesh in ZBrush.
  • Baked vertex colours in xNormal onto the low poly mesh.
  • Had issues, such as colours baked on random pieces, but managed to clean up most of them in Photoshop.
  • Would have liked to hand-paint a bit more as it looks rather flat.
Specular Map:
  • Generated using dDo. Ran out of time to hand paint my own.
  • Works alright, but would have preferred to alter the skin and hair speculars to look more realistic.
  • The scraped paint look might have turned out too strong.
Emission Map:
  • Created an emission map to create light glows from the cyan colour in the armor, the liquid in the needles, and the red crosses.
  • Looks decent when rendered in Marmoset 2. The red cross on the back looks a bit too bright perhaps.


Level of Details


  • The LODs needed (with poly limits) are LOD 0 - 15k , LOD 1 - 7k, and LOD 2 - 1k.
  • Created LOD 1 with the aid of the reduce tool in Maya 2014. Worked well enough.
  • LOD 2 was a disaster. Trying to reduce my model down to 1k poly was near impossible. The result was a complete mess of barely recognizable shapes, and the model looked quite frightening to be honest. 



Renders (LOD 0):













Monday, 6 October 2014

Character Project


Moodboard


This is the first summative where we will be creating a whole character from scratch.

I will be creating a medic with a jet-pack, with her space armour a fuse between that of a medic and a reaper.

Orthographic concept

Started modelling in Zbrush using the orthographic as reference:











Friday, 21 March 2014

Project GLM Team Modelling - Western Sci Fi Modular Environment

The first modelling assignment of my 2nd year in Media Design School.

5 artists (including myself) banded together for this task (as required), which was to produce modular pieces for a modular environment, similar to the previous post.

Out theme was Western Sci-Fi, and we chose to model a mine, complete with rail tracks and support beams. Our art style was stylized, cartoon-ish, drawing inspiration from games such as the Orcs Must Die series and WildStar.

Concept of room pieces.

Eventually we chose which pieces we wanted to do. I chose the mine rail tracks.
Mine track concept.


Model - work in progress.

Renders and screenshots of the completed straight rail pieces below:

Orthographic top view.

Orthographic side view.

XNormal render 1.

XNormal render 2.

After adding some rust and aging effects with dDo for the first time.
Diffuse Map - I intended to add the curved rail piece and pipe pieces as well, however I did not manage to finish it on time and left them out in the end, thus the poor utilization of texture space.

Specular Map.
 This was the first time I've learned how to make a Specular map correctly, and also the first time I've used an Ambient Occlusion Map.

Ambient Occlusion Map. Never made one before, and this first one was rushed, so I think it turned out very poorly. 

Baking my normal map was troubling. I ran into problems using XNormal, and ended up resorting to using the old Maya transfer maps option. I baked a higher model piece, though the differences are subtle.


Normal Map. Baked from high poly in Maya.