31 March 2014
Added windows and doors
Added windows and doors will combine the geometrey and unwrap the UV's and then import into Mudbox to sculpt extra detail which can then be baked down in a normal map to the base maya model. I might apply base textures in Maya and then paint more detail in for Mudbox or I could just paint in the texures to give the model a painterly feeling like the concept art it is from.
20 March 2014
Building: Low poly progress
Progress so far - Low poly model of the building. Since there was no back view I added an extra part of the building to the back
I've added basic elements to the pulley system, the next parts I will make are windows and doors with the intention of them being modular (where possible)
Environment
I want to pick either a real location or environment art which is relatively small and contained for my next project
So far I have been looking at St. Michaels mount as a real location since it is contained to a small island, however for the time frame I would want to complete this in it would take too long.
http://cghub.com/images/view/684063/
So far I have been looking at St. Michaels mount as a real location since it is contained to a small island, however for the time frame I would want to complete this in it would take too long.
http://cghub.com/images/view/684063/
| This is a decent sized building with interesting features and could be completed within an ideal time frame |
| Likewise this is also a good size building however the amount of detail would mean it would take much longer to complete. |
| This castle is quite large scale so would most likely take a while to complete |
| Like the above this is also on a fairly large scale but not quite as much since its more modular and compresed than the above |
| This is a relatively small scale and would consist of two small buildings however there would be a lot of detail in those buildings as well as decorations such as barrels and lamps etc. |
| Again, a good scale, because its a ruin however there is a lot of detail involved incoluding decorations. |
19 March 2014
Next character: Broccoli Fairy
For my next sculpt I will be making this concept of a Broccoli fairy by Carlos Sallas
http://www.behance.net/gallery/Broccoli-Fairy-Digital-Painting/15036945
Here is the low poly Maya model. As this concept is at an angle making it somewhat more complex to model I might try modelling some environment concepts to give my portfolio more variety and later return to this
http://www.behance.net/gallery/Broccoli-Fairy-Digital-Painting/15036945
Here is the low poly Maya model. As this concept is at an angle making it somewhat more complex to model I might try modelling some environment concepts to give my portfolio more variety and later return to this
17 March 2014
Skullwoman: Finished sculpt
Finished Mudbox sculpt with turntable. I could of done this sculpt from a single angle and this might of made it quicker to do and also might have looked closed to the original image as it's not quite as big as the original painting however I shrunk it down due to the size of the hair looking odd in 3D space
I'm happy with how the face has turned out as it mostly matches the painting and the skull matches the face looking believable however I'm less happy with the hair as it doesn't look as natural or as flowing as I was hoping for.
13 March 2014
Skullwoman: Update - Hair
Today I have made a base mesh for the hair in Maya which I will further sculpt into in Mudbox. For the strands I will be adding planes with alpha maps on them.
Later today I plan to watch some Digital tutors tutorials for hair in Maya as this may be an alternative I could look into.
I have scaled the hair up to fit the mudbox model, worked more into the face altering the eyes, mouth and skull.
Later today I plan to watch some Digital tutors tutorials for hair in Maya as this may be an alternative I could look into.
I have scaled the hair up to fit the mudbox model, worked more into the face altering the eyes, mouth and skull.
10 March 2014
Next Project: Skull woman
I have decided to make a sculpt of this painting by Hugo Richard (http://www.behance.net/hugorichard), I will not be doing a full sculpt and will instead do a bust as that is where the majority of the detail is. I used the Mudbox base bust and a skull base downloaded from the mudbox community.
I have altered the face to look closer to the painting and removed half of the skull (which I will sculpt further into to show more detail later on)
To do the hair I will most likely create a basic mesh in Maya and then sculpt into it, the extra strands will be planes using alpha maps
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| Used this image of facial muscles for reference when editing the base Mudbox bust |
I have altered the face to look closer to the painting and removed half of the skull (which I will sculpt further into to show more detail later on)
To do the hair I will most likely create a basic mesh in Maya and then sculpt into it, the extra strands will be planes using alpha maps
4 March 2014
Camel: Turntable + Renders of highest level of detail baked down to lower subdivisions
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| Face/Front view |
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| Back view |
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| Side view |
Part of me is tempted to bake the highest level of detail from the Mudbox sculpt to a higher level of subdivision than this since this is quite low poly (2744 polys, aside from that I'm happy with how this model has gone and I will use the skills I learnt producing this and take them further with my next projects
3 March 2014
Camel: UV's and Texturing
Unwrapped the UV maps on the model by exporting it as an .obj and then unwrapping the UV's using Roadkill and then imported the UV's of the saved Roadkill .obj file into the mudbox file
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| Used the projection paint tool to get the base colours and textures onto the model I will work into this using the paint tool |
Finished painting the camel, these are screenshots of the finished textures on the highest level of detail
26 February 2014
Face, reptopology and symmetry
I have added more detail to the camels face, using previous reference images. Some areas could do with extra smoothing such as the jaw but for now this level of detail will suffice.
I currently need to retopologise my model since the mirroring is slightly skewed meaning the sculpt isn't symetrical. I will probably retopologise using the curve tool as this will mean I can determine the direction I want my polygons to flow instead of letting Mudbox do this for me which will create a less desirable effect
Here I have retopologised the first subdivision by selecting two adjacent faces and setting the topological axis and then selecting one side of the face then right clicking mirror on the layer to flip it.
An issue I am having however is that it will only mirror my first layer but not the higher levels of detail without getting errors because these layers also need to be mirrored and I am unsure on how to fix this.
UPDATE:
On collapsing the layers I have been able to mirror the sculpt allowing symmetry. The main drawback to this is that the previous low poly sculpt has been lost however I can still retopologise the sculpt and bake the detail.
I am now adding the extra layers of detail such as fur and have made a brush for this from the mudbox preset stamp of lines edited to be more linear and fur like. After this I will start painting colours into the sculpt.
20 February 2014
Camel Update - Reference
Yesterday I had feedback that my camels back legs look too straight and also that the camel is too squat and doesn't have a long enough back. Since my last post the back legs have been worked into further clearly showing the bone structure from the side view but this isn't as apparent from the front.
I have also moved back the backlegs to make the back longer in accordance to the reference images.
I have also added more detail to the face and legs.
Also I realised that I had not posted images that I was using for reference so here they are:
Camel skeleton's for bone structure reference
Side view of camel
Close up of face for detail
Balaclava Helmet
A few days ago I did a helmet design based on 18th century balaclavas worn by Danish women from Fano. References from this photography website (under Strude) http://www.trinesondergaard.com/top_menu_02.php?strude?images
Might try out some different variations of this since this has a very medieval (though slightly ninja) fantasy feel. I could try out different themes with this concept such as more ancient maybe tribal or even sci-fi.
Watching a Mudbox tutorial on digital tutors. Gave some extra insight on some of the brush settings in Mudbox which was helpful.
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| Work in progress so far, might try out other designs |
Might try out some different variations of this since this has a very medieval (though slightly ninja) fantasy feel. I could try out different themes with this concept such as more ancient maybe tribal or even sci-fi.
Watching a Mudbox tutorial on digital tutors. Gave some extra insight on some of the brush settings in Mudbox which was helpful.
16 February 2014
Mudbox Normal Map Tutorial + Schedule
Watched this quick tutorial on baking normal maps in Mudbox. When I finish the sculpt and bake the high poly camel mesh to the low poly this shouldn't take long to do.
Current plan is to work on Mudbox/Maya at uni throughout the week then Photoshop evenings and weekends. This should ensure I always have concepts I can then take into Maya then Mudbox keeping a steady flow of work. Obviously if behind on one or the other I can change this around but for now this should work well as a rough guide as to how I will spend my time.
Current plan is to work on Mudbox/Maya at uni throughout the week then Photoshop evenings and weekends. This should ensure I always have concepts I can then take into Maya then Mudbox keeping a steady flow of work. Obviously if behind on one or the other I can change this around but for now this should work well as a rough guide as to how I will spend my time.
13 February 2014
Yesterday
Realised I didn't upload any in progress screenshots of the low poly Maya model of the camel and cannot find the file. I will see if I can find the file on the university computers.
I have used reference photos of camels (front, side and skeleton) to get the shape better as my Maya model was far too wide from being made with just a front view as camels are actually much thinner than they appear from a side view.
I had an issue earlier where the smooth tool was ineffectual even at the maximum strength, this was somewhat rectified by scaling up the model as it was very small before and using the smooth tool at the lower levels of the sculpt first.
Level 4 of the camel sculpt so far. This is the top level with more detail. At the moment it simply has more polys but I will be drawing more levels of detail onto this level soon.
I also read this simple texturing guide:
http://gametextures.com/blog/wp-content/uploads/2014/02/InfoGraphic_BasicMaterials2.png
The metal specular highlights look useful and I will likely use these for if I use any textures with metal in.
11 February 2014
Pirette Ideas
Started by finding stock images in various poses, put them together then filled in the silhouette. After this I drew where the bones would roughly be to make sure that everything was in proportion.
I then found images of different styles of clothes and hair and drew them onto the silhouettes so I have a clear comparison and can gauge what works well so I can mix and match. I wanted to use a sail for at least one item of clothing for each design.
The first is wearing typical 18th century pirate clothes but with a poncho made from a sail, as poncho's are from South America I think this works fairly well. Might change some aspects of it like the placement of the stitching, length and hole though. Hairstyle is a fishtail plait to fit in with the nautical theme.
The second is wearing a cape (made from a sail), bucket boots with 'butterflies' (I might put a skull and crossbones on these as it'd fit well with the shape). Not sure what exactly to call the hairstyle, plaits pulled across from one side of the head to the other? This one doesn't look particularly interesting but I think I'll use the bucket boots for the final design.
The third design ended up with all of the not-so-great ideas, they have a sail skirt, some boots, a 18th century coat-thing the hair is messy and windswept with shells and bits of rope etc in it.
Fourth design is wearing a sail dress tied with rope and pirate coat and typical 18th century buckled shoes. Thought it might look interesting to put them in a powdered wig but have their own hair escaping it.
I will most likely combine 1 and 4 with 2's shoes.
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