Wednesday, May 11, 2016

Final Blog

This semester I spent the majority of my time creating a low poly hand painted character that I've named Flower Knight. I designed her and created orthos in Photoshop, modeled, UVed, rigged, and posed her in Maya, textured her in 3D Coat, and exported her to Sketchfab. I've learned so much with this project and I had a lot of fun working on her!

Tri count - 3,454
Verts - 1,993
Textures - One 2k map (diffuse and opacity only)

 

Below is my major progress leading up to this point:
Orthos

Palette experiment

Basic mesh

Finalized mesh

Mesh including spear and shield

UVs

Textures 1.0

Textures 2.0

Textures 3.0

Texture close up

Texture back

Texture armor close up

Spear

Shield

Finalized mesh with texture and flat lighting

Finalized mesh with wireframe

Finalized mesh with pose and rig

During the last few weeks of the semester I began learning Zbrush! I'm still working on the basics but I'm excited to continue with it over summer and next semester!




Thursday, May 5, 2016

Week 13 - Zbrush Sculpting

I'm still going through the interface of Zbrush. I've learned the basic gist of dynamesh, which seems super helpful since I was having so many issues last week with polarized ends of my mesh! I've also gone through more of the tutorials explaining new brushes, tool settings, etc. I decided to make a skull to practice what I've learned.

For some reason, I can't wrap my head around creating holes in meshes using a cylinder and dynamesh. I've looked at Pixologic's explanation of it, but I must be missing something because it doesn't work. I'll come back to it, but for now I just wanted to see how I'd fare creating a skull. For my first real attempt at a sculpt (I don't count last week haha) I don't think it turned out half bad!

Reference:







Next I'm going to begin sculpting - you guessed it - rocks! Here is a great rock reference I'm going to be using from Sketchfab by Phil Nolan. It's a 3D scanned model and being able to move the model I find is a great way to study (since perspective can be tricky when sculpting!).