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Showing posts from 2020

final neglected traditional piece

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ive had some severe issues with my spine and carpal tunnel syndrome and as i cant get to the hospital i'm resigned to not using my right arm for anything for a while, i managed to finish the guildhall piece with little issue but going into this last rendering today was too much for me in the end. i began with the core shadows and focusing on capturing light direction and intensity. after feedback i began sketching the features on the left side of the bust to be narrower as i had lacked a good perspective when i began drawing it out, but since going to the LMSDC several times to work on drawing heads it's been a lot less stressful then the first couple of times i tried drawing a head, and with practice it will only get better and easier

guildhall

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quick on location sketch of guildhall, straight to pen. i enjoy perspective work and i think it's definitely one of my stronger skills that i've learnt this year, working straight to pen again was a nice change but of course some of the lines aren't perfect, i considered adding watercolor but for now my wrist is dying a death so that will likely be done just before hand in

mars project updates since feedback

i originally made the mech model for my mars project this year, however after starting to unwrap it i realised there was no good way of doing it that would result in decent texel density across the whole thing as it's designed to be quite large and it's very intricate, i kept it instead as a personal project due to the texture constraints and its much more high poly then my other assets to the point it looked inconsistent. another of my teammates was thinking of doing a plant scene nearby and i decided considering the constraints again, having a tri heavy asset alongside the foliage may not be the best thing for the engine so it was scrapped for this particular module. the assets have had their roughness maps redone, i ended up quite liking the ridley scott's Alien  type feel of the shinier metal as it looks more extraterrestrial and works a lot better with the new reflection captures, of which there are five as any more than seven would begin to severely impact performan...

material balls

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i forgot to update this so much during the project but this is one i definitely struggled with as i do for all the digital assignments. they arent in order of completion here but i think it's probably pretty plain to see the more comfortable i got working with Photoshop the better the result, the final ones i did were the blood, enderpearl, molotov and the amethyst I'm overall much happier with in terms of quality. I struggled a lot and didnt put in as much effort as I could have because I was never never sure where to start, but with the extra mileage i now have i'm far more comfortable with digital art and i'm proud of where i ended up at the end of this project. apologies for the difference in fonts i have no idea what font i originally used and i habitually merge layers that im done with so the writing got caught in the crossfire

my wacom has forsaken me

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tablet issues so my paintover is not as epic as it could be so i couldn't get a lot of it done, should be able to sort something out before deadline

dyeorama

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diorama coming along well, going to change the uvs a bit if i have time, just waiting on the teachers to return because i dont know what that lighting/shading error is

marmoset character renders

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after some memorable errors, he is here. my only issue that i ran into today was that the ambient occlusion had baked the original foot location onto the flooring, but it was quickly fixed with a rebake in substance. i fixed up the weight paint a bit and finalised the renders, overall i'm much happier with how this turned out as substance is much better than hand painting and rigging was far easier this time around. as my 3D is now done, i am going to go and play shadowlands for seventy-two hours straight

Weightpaint McRigging

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weight painting finalised, much less stressful than my first attempt, I better knew what I was doing and didnt render an animation for the final. I also wasnt as concerned over smaller clipping issues as I'm better aware now that a low poly model isn't going to have absolute perfect anatomy for weighting

3pt update

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dying of lack of social interaction but this is what I had so far for the 3pt, I skipped a lot of the iteration process and went straight to final as I don't have the time nor the facilities to properly complete this project and may backfill asset iterations if i finish the render fast enough (sorry craig) mike's feedback will prove really helpful for getting a good final completed provided the corona does not take me prisoner

summative character textures

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substance work for the character, I really enjoy substance and for the character i looked at a lot of the smart materials to find out how they're put together and then created them myself. I still don't understand using opacity and it was a little unclear over the discord still so I removed the alphas from my final piece, but other than that I'm improving at the programs and will continue to use them for my own projects over the summer.
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rendered a bit better than my other attempts as i'm more used to using pencil. again, the face isn't wholly proportional and i didnt fully render it as i spent so long sketching out the body. i think i'm improving and hope over the summer i can put more time into this

clothing folds

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surprising no one the anatomy is still inaccurate, i liked working on the clothing folds and i think despite the errors the material weight is conveyed pretty well. i lost a lot of time on the life drawing renders as i spent so long trying to figure out the anatomy in the beginning

mars project death day

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the start and maybe the last of my mars project as i no longer have the facilities to work on it, i have thoroughly enjoyed the project and liked the constraints of thinking about tris and placing my own restrictions so the game would run at an optimal pace. My cacobots could have been higher poly now that i look back on it but I was keeping my teammates in mind as my other models are quite tri heavy. The factory could have used more texture space and I'd have preferred splitting it to use either 2 1024 maps or a 1024 and 512 like the crane for nicer resolution overall.

chalk on black

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probably one of my better attempts at drawing a person, which, again, isn't saying a lot. i enjoyed think more than the other ones but my general grasp of anatomy still isn't quite there yet, i also think i could push the highlight vs dark tones further as this is all quite mid tone

dragline excavator

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completed unwrapped model of the dragline excavator for the mars project, very tri heavy and my most intricate model for the project thusfar, I ended up using two separate texture sheets once complete as i had a fair amount of budget left over and it's such a large prop having more texture space would be hugely beneficial, I wish I had planned ahead better so that I could have done the same for my factory piece.

brush pen practice

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i did a piece of my own over the weekend, some of the anatomy is off as i did it with straight pen but i enjoyed it overall and it was fun practice. the top of the spear needs more highlight to differentiate it. i'll pencil it out first next time once i shake my debilitating laziness.

doing god's work

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factory unwrapped and an hour of texturing before cloudpager ceased operations- i'm more or less finished aside from breaking up the metal edgewear and adding some more rust to the creases. i'm not sure if i want to add in scratches as i dont want to make it too noisy, but it's well underway for now

2 point practice

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i have literally no idea how to render but i'm getting more comfortable with perspective, i spent a while having to edit the lines as i would stop and realise i'd gotten carried away with the drawing and it no longer conformed to the lines of the armature. a third perspective point was added at the top for the two small towers. overall, not a technically good piece but i've learned a lot from doing it.

cacobot semi finished

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started learning more functions on substance today and playing around with settings and alphas, after some consideration i added emissives as well. i'm happy with how he looks for now and will likely do some more detailing before hand in, but now it's time to start on the bigger structures

Unnamed Reaver- personal project

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as i have decided he is no longer viable for the mars project, i have decided to reveal my personal project that everyone has already seen. i learnt a lot undertaking this project, and it took me a whole day to model and figure out, i encountered some never-before-seen errors and had several meltdowns trying to unwrap him but it will all be worth it in the end. taking name suggestions. i'll likely leave him be for now and unwrap the rest of him and paint him over third term for a very tri heavy diorama piece

2 point perspective thumbnails

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4 quick thumbnails for the 2 point assignment, i think i'm enjoying doing these more as i better know what's expected of me and i can put a lot less effort into the preliminaries to generate ideas, so i have more variance and then also more time on the final. I like the 4th one the most out of these and will refine him between 3D work the following week

cacobot

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modelled droid and the start of my journey to learning substance painter, which i have stubbornly refused to look at tutorials for. for now im using masks and mask builder along with some normal layer alphas to achieve the effect i want, since he's going to have been buried for a long time. i havent used reference for this as searching for rusted robots gave me several crusty toasters and a song by rusted root but i think so far and for such a small asset it's going well and it's good practice.

1 point perspective

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in the wrong upload order: thumbnails, refined ideas, and a final. i started too detailed on the thumbnails and also too much so on the more refined ideas, and didnt leave myself enough time for the final piece or any room for good idea generation. i have a tendency to panic when it comes to digital since i'm not used to it, but since doing this and moving on to 2 point i've taken a much better approach than i did with this project, and although it didn't go well the countless mistakes made me learn a lot

charcoal portrait

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undoubtedly my worst so far but i'm definitely not used to the medium and i think with a bit more practice i'll get there. the anatomy still isnt quite right, the right side of the face should be narrower due to the perspective. i'm not really happy with this piece but it's a start.

mars project start

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beginning of my factory base for my map quadrant, my group have dispersed into the night so I figured i would make a start based on the general idea we came up with in monday's lesson

factory finished model

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my finished model for my factory, I'll be adding some antenna to the top before i unwrap it most likely as i have given up on the idea of doing modular assets wholeheartedly. several areas will be emissive and with the help of ana some minor animations will be implemented in ue4 but for now i'm going to practice substance painter on my droid and then start work on the heavy machinery before dressing it up later with advertisements