For my GPD class we have to do work in progress sheets for everything we do or make before we turn it in, so I decided to go the extra step and do some renders for practice purposes. This is my first time doing rendering in Zbrush, and it's been a while since I've done rendering in any software, so it took a bit to get back into the flow of things, but I think it was worth it! A little extra polish really goes a long way in presentation, especially with the busts. I followed a tutorial and got better as I went along as well, and hope to keep doing so in the future.
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I found this little character concept by Meg Park on Tumblr and decided to use it as reference for a some stylized sculpting practice. I've never done anything quite like this before, and while I think I could use a lot of improvement, I learned a lot in this sculpt. The face was the hardest part, mostly because of her adorably strange proportions. This sculpt sketch was a about an hour and a half worth of work. Next time I think I'll try just a stylized head. Original Sketch by Meg ParkSculptSame as the last one, only with Evan Peters this time. This time I did remember to time myself, though, so this one is only about an hour and fifteen minutes. Because of that, I didn't get as far. I had a lot of trouble with the subtle shapes on his face, but I feel like I learned a lot about not being afraid of my sculpt this time around. Chops, my teacher for GPD, told me that it's sometimes good to just carve into a sculpt and really dig into it, even if the shapes are subtle, because you can always go to a lower subdivision and soften it up later. There was a lot of back and forth with this one, and I'm not as happy with it as I was with Jessica Lange, but I still like it.
Technically this bust was only supposed to be an hour, but I forgot to time myself for the second half and it wound up being about two hours instead. Whoops! Either way, it was really good practice, and I'll be doing more in the future. This one is of the actress Jessica Lange, and while I think I got close to her likeness, it could still use some work. Eyes and the shapes between the bottom of the nose to the top of the chin are still my weak points. I just can't wrap my head around the shapes of the mouth and how it fits in the skull. I think I'll do some sketches and skull practices for better understanding later.
I haven't been able to post much on account of being so busy with classes, but that only means there's plenty of work to show. I don't have time to post all of it right now, but for now here's a hair card system I did for one of my discipline assignments. It was a real challenge because of the curls, but I love how it came out. I used an odd technique to get their corkscrew look, and I'll be posting a tutorial of it sometime in the future. For now, though, here's just a really quick render of the finished work! This is not the actual head it's going to go onto, but it's the only bust I had done, so that's what I had to work off of. I'll just lattice and manipulate it to fit the real design I'm going to do later.
Sorry I haven't been posting lately, guys! Class has kept me very busy this last week or so, but for good reason! My final character is due tomorrow, and there's still so much I want to do with him, but he's almost done for the turn in. I was given a little wiggle room in polycount, but he's under 15k minus the hair cards, so all in all, not too bad. Today I've been focusing on textures. I've only really had a day to work on them, so these are sort of quick and dirty ones, but I think they came out pretty nice. I might make adjustments depending on critiques tonight, and I have a few more pieces I'm going to attempt, so wish me luck!
I would have liked to work on this more, but with all of the retopoing and the uving deadlines being next Tuesday, I need to move on or face incompletion. I may revisit him later, but for now, this is as good as it's going to be. I think he came out pretty good for my first sculpt, though! I'm going to do his hair with alpha cards, but the sculpt is there for the parts where there might be gaps.
Started Advanced Game Characters today, whoo! So far so good. This is just the blockout stage, but I think he's coming along nicely so far. This is Basael, or "Bass" for short, and some of you might recognize him from my gallery uploads. I'll keep posting more updates as I go along, but not much to say for this guy so far. We were given a base mesh to work off of, just a simple zsphere creation, but I had to mod mine quite a bit to make him fit my reference. There's lots of little details in his design that'll come later, but for now we're just blocking out the big shapes. The collars were tricky, but worth it, I think! We'll see how I feel when it's all done, though, haha. Anyway, I also put up my reference sheet for those curious. Wish me luck and happy October!
After finishing up my work in LVL (I'll get the video up soon!) I decided to work on a separate project for myself. This one is a church that I'm basing off a handful of different references, but mostly a St Giles church I found a nice HDR image of on Deviantart. I've finished my blockin and have begun the second pass on the models. It looks a little odd right now because of the lack of textures, but so far so good! I had trouble at first since I'm not used to this specific of hard-surface modeling, but it's coming along. Learning a lot already. These shots were taken at various stages of completion~ More soon!
Work in progress shots of our level! Did a bit of staging today with our assets to try and get the right feel for it. Had to be kind of creative in certain areas to break up the whole "ROOM OF TREES" repetition and I feel pretty pleased so far. I'll be tackling the rest of it tomorrow for the midnight turn in. So far all of the rooms have been started but I only have two officially done. Wish me luck, I'm gonna need it!
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