Wednesday, December 12, 2012

Final renders dump for 3d modeling

Anatomy Study

43 year old woman



early version of 43 year old woman

Environment study







Anatomy study


anatomy forms study

Hard surface modeling

alphas can be difficult to get right from scratch

given more time the base mesh would have been more complicated

each of the "wires" are new subtools








Hard surface modeling

The facial profile is definitely female

Hard surface character

UV's for hard surface character


Fixed Walrus UVs

It kind of looks like a turtle

The bump mapping makes it look less like a mammal and more like a seal or something more wet

The tusks UV's extend to the upper lip


Wednesday, December 5, 2012

Things that are keeping me from doing my actual assignments


I've been working on more general sculpts in between 4500 and 3d modeling class work.  I made this guy, and I think he looks like a less stylized version of the sniper from TF2, or alternatively what Joseph Gordon Levitt would look like if he didn't grow up to be Bruce Willis.  He doesn't age well in my mind.
getting better at the mouth
 That nose may seem a little bit off, but I was going for the idea that it had been broken and reset perfectly at least once, and there was this kind of residual scar tissue making a pad around the bridge of the nose.  His hair is still really screwed up, but really I'm just working on forms right now.  I don't think I'm going to paint this guy.
working on eyes, working on ears
Digi texture that may or may not eve be used
 I've also been working on this Digital texture for my 4500 class, which may or may not even be used.  Really it's an exercise in using the layers in Photoshop to do something which could probably be scripted in ten minutes.  I like to use the hundreds of layers though because it gives me more control if I ever want to randomize the colors or work on making it a straight gradient.  Also you can color code your layers and I think that's pretty neat.
I like layers, and saving everytime I do anything

I also want to upload some screens of the model I made for the extreme background of my 4500 project, because I think it's neat I was able to make an entire city in such a short time, even if it's pretty repetitive and not UV'd or textured yet.  The final version might be more varied, but it won't really be seen that much, and it kind of seems a waste to actually make a texture or bump map for it.

Dillon Lankenau: making cities in less than ten minutes since whenever now is

Sim city has prepared me well, now all I need is a natural disaster and some bald guy telling me I didn't invest in city plumbing.

Sunday, December 2, 2012

Mannequin work

I've been watching some of the zbrush workshop tutorials, and the Mannequin concept really caught my eye.

It's basically an armature made up of Zspheres.  The ones provided with the software are pretty simple, and some tweaking was necessary to make their adaptive surfaces actually work.  Some things I tried collapsed entire segments of the torso into itself, and others just wouldn't convert over to Polymesh for various stupid reasons.


Mannequins are fun to pose!
What I tried to do was take a pose, convert it from adaptive z-skin to polymesh, then qRemesh to make it all one mesh, and then sculpt over that.  It worked really well!

still wonky, but it worked!
The main problem I had was getting the arm to be as thick as I wanted it to be, and not collapse in on the chest.  In the end I just decided to leave the arm in and model around it, which proved to be kind of difficult because the hand itself is really skinny to start with.  Maybe a quarter of what I have up there at the start, and there's some serious topology errors hidden behind the wrists.

The neck and head also turned out to be pretty thick, but the move brush fixed that easily.
Still trying to work out the eyes and mouths.  Noses are iffy too.
And, after I had tweaked the head and face a lot more, I figured it needed to be painted.  I focused on trying to make skin tones and color blending.  I'm proud of the eyes, but I feel like the expression came out creepier than I wanted it too.  I blame that on the eyes, unfortunately.  Mouths still elude me.
Hair is forthcoming, trust me.