November 22, 2009
Unreal 3 Engine - Trees
I was messing around in the Unreal Development Kit today, and I noticed it comes packaged with a program called Speed Tree. I was curious to see how this works because lately in our game, we've been having a tough time figuring out how to model lowpoly trees. Well it looks like Epic billboards their leaves, and uses 8-bit alpha channels to blend the leaves together.
November 3, 2009
Skitzo Dancer
This is a simple animation I did for Justice's Remix of Skitzo Dancer. It was my first animation in After Effects and now I have all sorts of ideas for crazy music video ideas. I've received some nice compliments on this one but I gotta say, it only looks decent because of the motion blur, and my knack for timing due to all those hours spent playing japanese Music/Rhythm games XD
HMS Terror Project

This is a painting I did for concept art class. I spent about 2 hours on thumbnails, 2 hours on research, 6 hours on a failed attempt to model several ships and paint over the turn arounds, about 10 hours for 3 colored compositions.
The project lasted 5 weeks and the total time spent on the above image was about 15 hours. The final image was based on two classes of feedback, and the engine was a photo that I modified and paint-over to save time (something we were encouraged to do).


Above are just a couple images of the process. I end up going with the purple color scheme, but changed the composition to highlight the details of the ship.
November 1, 2009
Modeling Process
So after several creature models, I think I've finally came up with a sound pipeline for getting them done quickly. I'm posting this here because I think a lot of student character modelers who may (or may not) be reading this, have no idea about the alternatives to polygon modeling, and albeit, I think it's a much quicker one.
Here's my process:
1. 3ds Max - Block the model in using simple box extrusions
- It can look like crap here. Just make sure that it's entirely quads
- Note: A better way to do this is using Zbrush's Zspheres. But since I'm working in Mudbox, I believe this to be the best way
2. Mudbox - Import and subdivide the model for high-detail sculpting
- Sculpt to 90% completion
- Avoid texture detailing so you can start working on the lowpoly (for the animator)
*3. Topogun - Create a low poly mesh on top of the high-detail sculpt
- Consider your poly-count
- Use this opportunity to focus on clean edgeloops
- Topogun does all the modeling work for you :) Just focus on the topology
- Before exporting to Max, make sure the silhouette reads
4. 3ds Max - Unwrap and Rig
- Create a quick simple rig to test your edgeloops
- Hand this file to the rigger or animator
5. 3ds Max - Bake Normals and Ambient Occlusion maps
6. Photoshop - Use maps to aid your texturing
This stage can go sort of two ways. You can either go back to your mudbox file and sculpt
----------------------------------------------------
Here's my process:
1. 3ds Max - Block the model in using simple box extrusions
- It can look like crap here. Just make sure that it's entirely quads
- Note: A better way to do this is using Zbrush's Zspheres. But since I'm working in Mudbox, I believe this to be the best way
2. Mudbox - Import and subdivide the model for high-detail sculpting
- Sculpt to 90% completion
- Avoid texture detailing so you can start working on the lowpoly (for the animator)
*3. Topogun - Create a low poly mesh on top of the high-detail sculpt
- Consider your poly-count
- Use this opportunity to focus on clean edgeloops
- Topogun does all the modeling work for you :) Just focus on the topology
- Before exporting to Max, make sure the silhouette reads
4. 3ds Max - Unwrap and Rig
- Create a quick simple rig to test your edgeloops
- Hand this file to the rigger or animator
5. 3ds Max - Bake Normals and Ambient Occlusion maps
6. Photoshop - Use maps to aid your texturing
This stage can go sort of two ways. You can either go back to your mudbox file and sculpt
----------------------------------------------------
Pros: Intuitive. Removes the constraint of working within a polycount, and allows the artist to focus on sculpting rather than topology.
Cons: Animator does not have a test rig/model to work with until the Hi-Poly sculpt is 90% complete.
Links to the tools I use:
*Topogun - http://www.topogun.com
Xoliul Viewport Shader - http://www.laurenscorijn.com/viewportshader
Cons: Animator does not have a test rig/model to work with until the Hi-Poly sculpt is 90% complete.
Links to the tools I use:
*Topogun - http://www.topogun.com
Xoliul Viewport Shader - http://www.laurenscorijn.com/viewportshader
October 1, 2009

Study of Kjartan from Sigur Ros. 15 min. Going to try and start a trend of speed painting every day, because I'm SUPER slow. I'm starting to use my swatch color wheel more like an actual color palette. So more blending and less hunting for colors. This went surprisingly faster than normal. Also I just realized I didn't draw a single line. . why can't i draw anymore V_V
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