Sunday, April 17, 2016

Yeehaw!

Run like the wind, bulls-eye!


It's that time again~! Time for another update!

Remember this guy? 

He is my project for a good month or so, and my job is to make 3D work, from sculpt to game res mesh to engine. Now, this past two weeks was spent both trying to figure out the shapes being used for this guy and getting a nice and clean sculpt out of him. 

First step, what are his actual shapes?



That was pretty straight forward, and made it pretty easy to go onto the next step. That was the both model his basic shape, and then get him into ZBrush. Or at least, that's what made it really easy for me to do. 

Proxy Maya Model:

 

Zbrush Sculpt:


  


And finally, a fancy turntable just to show off all of the angles. 83


Wednesday, April 6, 2016

Month Long Project a-go-go!

So much art, so wow~

Alrighty, let's have another update! Yay!
For my specialization class, we are going to start working on Portfolio pieces. We get to choose what we want to work on, and as someone who LOVES working on monsters and animals, guess what I chose? 

Aiju from Square Enix's Gyromancer Game
I'm going to work on this guy here, making him in a 3D model in Autodesk Maya, then moving him into ZBrush. This will be a fun project and a relaxation from working on the same creatures for a while now. Would love to mess with that fur when the time comes. xD

Aiju shape language study


My sketch, side pose for game res modeling. And sculpting rederence.

Friday, March 25, 2016

So much texture. So wow.

Substance Designer A-go-go!

Hey guys, time for more updates. -throws confetti- 

This week is all about Substance Designer. Never used it before, but it was surprising a blast to use. Pretty straight forward and quick to use once you know the interface. Pretty similar to how you work with textures in the Unreal Engine. 

Side notes, happy accidents are fun. 


 

I played with so much and it looks like a mess here on the map. Not too bad, actually.
I wanted something simple to play with, and have that itty bitty bit of illusion that this here armor would look the way it should.

Note, These are two separate models together. The main torso piece, and the shoulder armor and light is another modeled piece. Safely combined together using Designer in such an easy way. Would like to try and see if I can use Designer with the Capstone Game. May make it a lot easier to work with. Very fast to render out high res sculpts and it's really accurate.


 
 

Monday, February 29, 2016

The world is now

Still going 'round
Just feel it pound
We're skyward bound
Move at the top-speed-of-sound


This week was devoted to make modular vehicles for our team's capstone game. Everyone had to make at least 4 different versions of these vehicles that fits within the world you are developing. We also cannot repeat what another teammate was working on. So, I worked on land based mounts, more specifically lizard base. There wasn't a variety of types of man-made vehicles one could ride, so an animal was the closest thing to a vehicle Ley Lines was going to have. 


These guys don't have a species name, and I'm not sure they will get one, but essentially to ride them would be similar to that of a horse. Their saddle is simply a blanket that the rider will sit on, and they will still have the halters so the riders can lead them to the correct path.

All of them were modeled in Maya, though I had to spruce up the model in Photoshop since the Toon Shader did not come out with a clean look due to their smooth appearance. Either way I still had to give them some basic color to indicate some variety in their color pallet. Kinda just winged it there, to see what would work.

That's it for now.

Soon is Spring Break, and a much needed break.

Until next time~

Sunday, February 21, 2016

We Can Make You Better

Give you abilities that most men only dreams of.
We can give you the power of...Ley Lines~


Hey guys, more stuff to post up. Personally don't think these will be the best work ever as Environments aren't exactly my forte. But here we go anyway~!

This weeks assignment for 2D/3D is to create a small modular kit (quick models, nothing too fancy, just to throw down some ideas) and use those same models to redesign the same room, three times. Now, the one I decided to shoot towards the Main Chamber, the very one that leads towards the first tear of the boss fight. To an extent, I also think it might be a room of prayer for those who guarded the place long ago. I'm only going to focus on one part of that room, and not worry about all of the possible tears it may have.

To further play with that idea, the first room concept I made was a more traditional, in a sense, format for a prayer room which also has a curving staircase that leads to another room. If I was able to get the effects to work properly, there would be energy beams coming out of the crystal in the center and meaning upward, the staircase circling around it.

Version One.




 I added different snap shots to emphasize certain angles, that I thought were important. Such as the crustal in the middle of the room. Which would serve as the main crystal people would pray to. Since we all know in any form of civilization, humans tend to worship what is considered their god, which, in this case will be the Creator, the world, Miria.

This single, center, aspect of worship was inspired by essentially most forms of religion today. One shrine in particular that I thought of was the Shrines in Japan.

For example:

There's that pathway that leads to the main portion of worship, and pillars as 'decoration' of the holy site. I wanted to show that in at least one aspect of the room to illustrate their tie to the mystical, to Miria herself by how the main room, her 'heart' is constructed. 


Next up, is another version of  the same room. I still played around with the 'worship' of crystals, but I made it more towards a systematic, mirrored sense. Things are in balance and are the same on both sides.

Version Two.

I wanted to go for something that was extremely repeated, mimicked just to get a visual feel of how that would look and feel. It is somewhat reminiscent of some modern day architecture or even interior design of homes. 
For example: 

Of course, it doesn't go into that extravagant detail as these are supposed to be basic mock up ideas. I wanted to focus on the overall look of how it would have been before the destruction. 

Anyway, time for the last one! -throws confetti-

This one I didn't really reference anything, just went with the flow and kinda meshed what I was already looking at for the previous two designs.

Version Three.


Yay~! And here's the third beauty. You can tell the running theme I like the most: stairs. I just love seeing stairs in games, not sure why. I really like it when they are all curvy and what not, makes it look spiffy. Anyhoo, that is all for this week's assignment. Only other comment to make is the sheer difficulty I'm having with Maya lately. Constant freezing, lagging, and even saving my renders so dark that it looks like I had no lights. When I did. I had to spruce them up in Photoshop to fix the problem, however the second set seems to still be way too dark. Any more tampering and it turned into a blurred mess.

Ah well, better luck next time, right? Until next time~