Monday, January 21, 2013
Sunday, January 20, 2013
Peppi's Elephant Cyclops - Speed Sculpt
Peter Boehme recently posted these great tablet doodles (link) and I couldn't resist doing a speed sculpt of the Elephant Cyclops. Such a fun character!
I'm going to polypaint it next.
I'm going to polypaint it next.
Thursday, January 17, 2013
Stylized Head Study
I'm putting together a few pieces for my new website I'm working on. This was an experiment in mixing stylized shape language with a bit more realistic texture treatment.
Model Presentation: Mini-tutorial
I had a lot of people ask me about the presentation of this
model. So I created this image (important areas are highlighted in orange)
and answered some of the question below.
"What program
is it from?"
Print Screen from 3dsMax
Print Screen from 3dsMax
"What shader
did I use?"
Standard Blinn Shader.
• I set the shader to faceted so that the individual polygons are shaded.
Standard Blinn Shader.
• I set the shader to faceted so that the individual polygons are shaded.
• Set the Specular
Level fairly high to make it shinny
• Make the
Fall-off of the Glossiness tight
• Play with your
Ambient, Diffuse, and Specular colors until you find something you like.
"How did you
render your wireframe on top of your subdivided mesh?"
For the subdivision*, I use Nurms subdivision within the Editable Poly modifier. By checking Isoline Display (checked by default), you will only see the wireframe for your control mesh (lowest subdivision). If you uncheck it, you will see a wireframe for your current subdivision (or Iterations). From there I don't actually render anything. I just take a Print Screen of my viewport.
For the subdivision*, I use Nurms subdivision within the Editable Poly modifier. By checking Isoline Display (checked by default), you will only see the wireframe for your control mesh (lowest subdivision). If you uncheck it, you will see a wireframe for your current subdivision (or Iterations). From there I don't actually render anything. I just take a Print Screen of my viewport.
* For the
presentation, I like to put a single subdivision on my model to show why I
chose the poly flow (edge loops) I did. The poly flow is
created specifically for subdividing my mesh and for areas of detail.
I'll have smaller tighter polygonal mesh detail in areas that I know
will need tighter sculpted detail such as the face, joints, fingers and toes.
For the rest of the character I try to maintain
a consistent distribution of polys
Hope this is useful!
Wednesday, January 16, 2013
Goblin Horde!! - Base Blank
First project of 2013. This is the base blank for a group of Goblins I plan to build. My goal will be to create a horde of these guys through simple variations for my new portfolio I'm working on. I'll be moving into sculpting tomorrow.
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