
Thursday, November 27, 2008
Figure Drawing

Tuesday, September 30, 2008
Concept Art



The Bedroom

Couple of Photoshop Drawings


Wild West Environment

A fellow graduate from AI actually inspired me to do a western type scene so this is my attempt at it. there are alot of things that can be improved on (especially for it to look next-gen) but I think overall it looks okay. As with all my 3D work, good lighting is something that continues to elude me. I think I've nailed something that works here, but any tips I can get on making the lighting better - or anything in general to improve this scene - is welcomed.
Lokar: The Heretic Knight

Another reason he's my most hated character - his armor went through 3 different textures. The first, as seen on the props at his feet, didn't fly so well as they didn't make much sense as far as the damage was concerned. The second texture had more detail as the texture map was twice the size, but it still looked a little to neutral, gray, metallic and dull. The third, I combined the detail of the second with the colour scheme of the first, and it seemed to work in my favor the most. He was also supposed to have a chainmail cape that was nclothed, but due to time constraints, those had to be left out.
And the hardest aspect of creating this character? Skin texturing. In fact I think it was during this stage in my workflow that I actually fell sick with the fever for an entire week. It's hard to find the right kind of skin texture combined with handpainting to get that real skin look. Now that I actually have knowledge about the SSS shader, I realize all that could have been avoided if only I knew about the shader then. However, it was definitely a great learning experience. At least now I know I can sort of handpaint skin textures, lol.
Because i worked so long and hard on this character (oh the UV's took for fucking ever because of his props), and the fact that he is my weakest character just because I didn't have him planned out properly from the start, is why i hate him the most. Everyone agrees he is my weakest character except for the HR ladies at school who advised me to put him first on my reel to show I'm capable of making a default character. I guess that's why they're HR specialists, not artists, cause all the artist I've spoken to agree that he's my weakest. One of them at EA even says I might want to consider removing him from my demo reel entirely, lol. whatever, he'll stay on for now until I create someone better to replace him with.
Hell, even the name Lokar are pulled from my ass after remembering one of the villains from Power Rangers i used to watch as a kid.
Belza: The Step-Sister

Haha, this character was actually inspired by a humor book, believe it or not. I got the inspiration during one of my shifts when I was working at Chapters. I was putting some books away and came across this one book called "Evil Nuns". It consisted of photography of nuns coincidentally captured at moments that made them look especially evil. That was when I knew I had to do some kind of posessed nun as the second character to my demo reel.
I had a talk with Jason, the guy who was going to pass me for my portfolio class and he suggested writing up a biography for eachof my characters so they would seem that much more real to me. Somewhere along the line, the evil nun turned into a zombie nun and I was more than fine with that, having been a long time Resident Evil fan.
Like the skater, the nun has also been through two iterations - the first one being an unsuccesful model based on everyone's favourite reference model, Anita. There was something about the proportions that weren't reading right, same deal with the meshflow, so I also decided to start this one again from scratch, this time however, starting off with my own drawings as what I wanted her to look like, not what Anita deemed she should look like. Plus, Anita was a good looking model, useless from the scary, ugly zombie creature I wanted to create.
One surprising thing while making this character though - the base textures were done in 1 night. I spent a few hours after the fact tweaking her, but they were pretty much done in that one sitting. A noteworthy moment, after slapping the textures together for the face, I wanted to see what they ended up looking like on the model. So I zoomed up onto the face in Maya, applied the texture and BOOM this huge zombie face appears right in front of me, actually made me jump, lol. Not saying the texture was that great or anything, it was just a little scary, haha.
Kenny: The Skater Kid

The first model wasn't anything I was proud of. The character was still a rollerblader at that point and something about him felt very static, along with the realistic proportions. A friend from school pointed out that the only cartoony aspect of the piece was the round looking boot of the blade, and the rest of the character failed to capture anything interesting personality. I showed the model to another friend, who commented on the modeling and the overall character. The jist of the feedback I got was "It's alright, nothing impressive."
I don't know what came over me, but I decided that with an extra semester left, I was going to remodel the character from scratch, this time using 100% my own material. So the head templates were drawn up in one night and the body another night, and finally I was ready to start modeling him. I had the concept down solid in my head by the time I started modeling this new version of the skater kid, what we see here. And everything flowed so quickly - I knew exactly what I wanted, I could see him in my head, and I just started modeling away and didn't stop.
The most time consuming aspect about working on this character was probably the texturing. At first, I wanted to go with a completely toon shaded look complete with black outlines. Then I changed my mind and wanted to keep the outlines with the realistic textures. Only problem is when I created the toon outline, the polycount went through the roof. So at the end of it all, I settled with realistic textures on a somewhat cartoony proportioned body.