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Showing posts from April, 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i originally made the mech model for my mars project this year, however after starting to unwrap it i realised there was no good way of doing it that would result in decent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.