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Showing posts with label rig. Show all posts
Showing posts with label rig. Show all posts

Tuesday, 27 May 2014

Skull Render + shader dev practice

Hey guys

So I really wanted to get a good lighting rig setup with a professional looking clay shader to apply to any model I want to quickly render. I used this skull I sculpted a while back as a test piece.

After many attempts I think I am finally happy with the result.



Monday, 9 April 2012

Hi everyone. I have been caught up in other work and so havn't been able to get Oak completed as of yet. I have rigged him up using the setup machine plugn for Maya. The skinning needs some tweaks in some areas but other than that here is a screencap of him posed.
I still want to finish creating his staff and a platform for him to stand on instead of some green cubes... ah well, hopfully it will be done soon! Also here is a WIP of a sculpt sketch I did before easter. I want to try and finish him off soon because I like the design. Reference was used from one of 'Chainsaw droids' sketches.
I have also been dabbeling with materials in ZBrush More to come soon!

Tuesday, 27 March 2012

Here is an update of the character fully textured and applied to the animatable mesh. I used a diffuse, normal and displacment map to achive this look.
Here is a wireframe of the character as well, showing the animatable mesh.
Next I will rig the character and then hopfully get him animated and do a few pose renders with a few props and a setting. More to come!

Monday, 26 March 2012

Hey I finally finished the refining and detailing of the character. It has taken me roughly 4 days so far to get to this point.
The next step will be to texture him within Zbrush and then export all of the texture maps to be applied to the model in Maya. Keep a look out for my next update!

Tuesday, 20 March 2012

Production Character Workflow: Part 01

Hey So I started working on a production character the other day for practice. I was going through my many folders of artwork by some of my favourite artists. I came along a concept artist called Joshua James. He had done some concept sketches of some biped creatures. I really liked the shapes he had used in one of them and so I started sculpting it in ZBrush using dynamesh. Here is the sketch done by Joshua James. (blog link: http://joshuathejames.blogspot.com.au/)
Here are some renders of the finished rough model. This is only the first stage. From here I then take it into Maya to be retopologised and UVed.
Here is what the final retopology flow looks like, and the UV's.
The next step will be to sculpt the high resolution mesh. Then I plan to pollypaint the surface. Then all of the maps including displacment, normal and diffuse maps will be brought into maya and applied to the retopologised mesh. Then I plan to rig the character using 'The Setup Machine' and pose him to then be lit and rendered. I will probably end up sculpting some sort of platform for him to stand on as well in ZBrush. Well keep watching and my next post will be the high res model completed.