Monday, 27 May 2013

Character Design Test

I've spent the last week on a test brief for a position at a games company and thought I'd share it here as I intend to continue it into a 3D state.

The brief was to design an RPG/Adventure style character with a side-kick and a few items.
There's little else to explain for now so enjoy the images below =)

Friday, 10 May 2013

Sculpting Procrastination from Weight Painting.

So I've used a model with a bit of each blendshape from the previous post and decided to rig it to get some animation on this blog.

Rig at current state (finished except for weighting)
note: rig also inculdes squash and stretch functions that retain volume. =)

New sculpt. (Orc-thing)
WORK IN PROGRESS.

I've noticed there's a lack of male sculpts on here since the 1st post.. I'll have to finish up the male base-mesh blend-shape model at some point.


Tuesday, 16 April 2013

Character Customisation Personal Project.

UPDATE 2: Video showing current blendshapes (17/04/13).
I'm liking how this is going so far.  Next step: Facial features and Colour!



I've had a thought and decided I want to create a model that has the ability to morph into multiple versions so it'll be much faster to create a body type of almost any kind.

Here you can see I've started with a regular and a larger version of the woman from the last post.
With the larger version as a blendshape, I can now achieve many different sizes of her body.

I aim to make quite a few more blendshapes to add.  So eventually there'll be shapes for skeletal, old/young, tall/short etc.  After that I might even then go back to each body type and give them sliders for extra details to give the ability to create alternative versions of the same body type.

Early days still for this personal project obviously, however, hopefully the finished product should be something fun to play about with for quick character creation.



Update: Muscular & Skeletal Types Added.






Monday, 8 April 2013

Personal Work - Shell Armoured Warrior and some life drawing.


I've decided it's about time I gave ZBrush a proper whack.  As a result, I'm really enjoying it.  It's a much more versatile tool than Mudbox I think, if not a bit harder to learn.
I took in a base female mesh I made in Maya (4700 tris) and sculpted some detail into her.
Then I extracted parts of her and moulded them into armour, etc.
This has left the topology on the armour a complete mess.  However, the shapes are there now so I'm currently in the process of re-topologising (sp?) it all back in Maya.
Then it can be brought back to ZBrush to put the detail back in.
I'm going to give her a weapon too - a trident or 'sword-fish'? =)
Then it's on to painting! Which I'm actually looking forward to with ZBrush's poly-painting tool.
Thoughts? =)



And as promised in the title - some life drawing =)








Thursday, 13 September 2012

More Cogalot Concept (Updated 10/04/2013)

I've decided to update this post with work I've been doing at Criss Cross Games.
Working with them has been a fantastic opportunity for me.  Going straight into the industry as a Lead Artist was daunting at first and even more so when I realised I was the only artist, which meant I had to learn/practice a few specialisms that I had either little experience in or had just never done before.
Below is a fraction of the collection of work they had me do.  Some areas still need work I know, however, I'll always be a 3D Artist at heart.


Firstly, below are some early concept images for what the tower floors in 'Cogalot' could look like, which lead to the final style that was decided on in full colour.








Below here we have some more very early concept done for 'Cogalot'.














Here we have some UI work, weapon projectile concept etc.












Unfortunately I don't have access to all that I've done so far at my time at Criss Cross.
However, I'll update this post if/when I do.