Stone Cleven FIEA Art Blog
Monday, August 6, 2018
Sunday, July 22, 2018
Tuesday, July 10, 2018
Portfolio 3
For my third portfolio piece, I will be creating this "????" character by Josh Corpuz. Thankfully, there's more reference than my previous projects.
I am still debating on how I will texture this character. I am leaning toward 3D Coat as I am interested in learning the software.
Plan of Action:
Week 1: Sculpting
Week 2: Sculpting / Retopo
Week 3: Retopo / Substance
Week 4: Substance / UE4
Given my scoping problems with my previous piece, I am not currently planning on rigging or animating this character. I will, however, consider particle FX for the ghostly arms.
Primary reference |
Additional combat image providing the character's back and some more color detail |
I am still debating on how I will texture this character. I am leaning toward 3D Coat as I am interested in learning the software.
Plan of Action:
Week 1: Sculpting
Week 2: Sculpting / Retopo
Week 3: Retopo / Substance
Week 4: Substance / UE4
Given my scoping problems with my previous piece, I am not currently planning on rigging or animating this character. I will, however, consider particle FX for the ghostly arms.
Sunday, July 8, 2018
Portfolio 2 Final
After a lot of crunch, I finished Dash's model and at least one pass at the materials for an Iray render.
Due to time constraints and differences in software, I am still tweaking Dash's appearance in UE4. More than previous projects, I've learned how tricky Metal and Roughness materials can be. I will likely need to export some extra masks from Substance painter to be able to freely tweak the gold and grey parts of the armor separately.
I also added a quick cloth solver to his cape and sash, but it appears he will need a rig (with better collisions) to stop the cloth from clipping through his body. These cloth bits are also stopping mid air as though hitting an invisible floor for some reason.
I will need to continue to tweak Dash for Industry Review. Ideally I can make his rig, pose, and some emitters for the smoke and lightning, but that is a tall order alongside other small tweaks I wish to make.
Iray Render |
Reference, "Dash" |
ZBrush Sculpt |
Wireframe |
Materials and UVs |
I also added a quick cloth solver to his cape and sash, but it appears he will need a rig (with better collisions) to stop the cloth from clipping through his body. These cloth bits are also stopping mid air as though hitting an invisible floor for some reason.
UE4 |
Sunday, June 24, 2018
Portfolio 2 Midway Check
I'm currently behind on my progress with Dash, partly because I made the decision early last week to sculpt him in a T-pose rather than his reference pose. Due to this change, I lost some time, but will try to make it up. The majority of troublesome bits are complete. I still need to sculpt the big arm and model the other smaller, missing bits (likely in Maya). I think I will need to model the cape after retopo, as I might use Marvelous Designer for it, which in my experience won't work well with topology greater than game-res.
Dash WIP |
"Dash" concept |
Thursday, June 21, 2018
Monday, June 18, 2018
Portfolio 2
For this next Portfolio piece, I've decided to model "Dash", a stylized character by Dinulescu Alexandru on ArtStation.
Plan of Action:
Week 1: Sculpting
Week 2: Sculpting / Retopo
Week 3: Retopo / Substance
Week 4: Substance / UE4
"Dash" |
Week 1: Sculpting
Week 2: Sculpting / Retopo
Week 3: Retopo / Substance
Week 4: Substance / UE4
Saturday, June 9, 2018
Portfolio 1 Final
After a lot of troubleshooting and material work, I managed to get Dark Samus textured, rigged, animated, and into UE4. I would like to add a Phazon (radioactive substance/lifeform from game series) background, eventually. Maybe for Industry Review I can push it further.
Tuesday, May 29, 2018
Portfolio 1 Midway Check
I'm slightly behind this week due to baking issues, but I've managed to complete the retopology and test bakes of Dark Samus' head, torso, and legs.
I've completed its left arm and the main part of its shoulders as well, but still need to properly UV them before baking.
Substance bake tests with flat colors |
Maya retopo WIP |
ZBrush Sculpt |
Concept |
Monday, May 21, 2018
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