Showing posts with label Characters. Show all posts
Showing posts with label Characters. Show all posts
Monday, January 2, 2012
Wednesday, July 27, 2011
Monday, April 4, 2011
Monday, July 19, 2010
Sunday, July 11, 2010
Rising Sun/Danny Boes Zbrush Sculpt
Rising Sun/Danny Boes Zbrush Sculpt
Challenges:
Proportions - The stylized proportions was a challenge. Using an imagine plane guide with a character sheet in Zbrush was helpful. The head and face was the biggest challenge. It took a lot of tweaking and iterations to get the right feel. The forearms and calves took a few passes to get the right look. The chest and shoulders were actually pretty easy to get right.
Texture - The Dragon texture was really specific so it required a lot of tweaking. I will still look at the texture in photoshop.




Challenges:
Proportions - The stylized proportions was a challenge. Using an imagine plane guide with a character sheet in Zbrush was helpful. The head and face was the biggest challenge. It took a lot of tweaking and iterations to get the right feel. The forearms and calves took a few passes to get the right look. The chest and shoulders were actually pretty easy to get right.
Texture - The Dragon texture was really specific so it required a lot of tweaking. I will still look at the texture in photoshop.




Saturday, July 10, 2010
Monday, July 5, 2010
Flux/Cory Stone Zbrush Sculpt
This is Flux/Cory Stone's Zbrush Sculpt.
Challenges:
Symmetry- When sculpting in Zbrush, It immensely speeds up your work flow when you have perfect symmetry on your base model. Since Flux has two different arms, this posed a problem. The Solution was to Import a base body model that WAS symmetrical, and then import just the robot arm into a separate subtool. I later sculpted down the left arm to hide inside the robot arm.
Hexagon Texture- I knew this was going to be tedious so I tried a few different ways to streamline the process. I first tried using a repeating Stencil pattern of a hexagon alpha. I could not get the stencils to have a crisp edge so that didn't work. I then tried just creating a repeated hexagon pattern alpha to use as a mask. This didn't work because some of the hexagon alphas would stretch when applied to the model. I just settled on individually placing the hexagon alphas one by one.





Old Design:
The original Concept Art had the legs being pure Dark Navy Blue. I wanted to balance the character's color scheme and add some light blue to the boots. The concept artist and I compromised and settled on the above light blue rim and sole design for the boots. Also, the Visor goggles were missing a black binocular rim around the bug eye lens in this sculpt.
Challenges:
Symmetry- When sculpting in Zbrush, It immensely speeds up your work flow when you have perfect symmetry on your base model. Since Flux has two different arms, this posed a problem. The Solution was to Import a base body model that WAS symmetrical, and then import just the robot arm into a separate subtool. I later sculpted down the left arm to hide inside the robot arm.
Hexagon Texture- I knew this was going to be tedious so I tried a few different ways to streamline the process. I first tried using a repeating Stencil pattern of a hexagon alpha. I could not get the stencils to have a crisp edge so that didn't work. I then tried just creating a repeated hexagon pattern alpha to use as a mask. This didn't work because some of the hexagon alphas would stretch when applied to the model. I just settled on individually placing the hexagon alphas one by one.





Old Design:
The original Concept Art had the legs being pure Dark Navy Blue. I wanted to balance the character's color scheme and add some light blue to the boots. The concept artist and I compromised and settled on the above light blue rim and sole design for the boots. Also, the Visor goggles were missing a black binocular rim around the bug eye lens in this sculpt.
Friday, July 2, 2010
Tuesday, June 29, 2010
Friday, June 4, 2010
Monday, May 31, 2010
Wednesday, May 12, 2010
Template Base Model
Tuesday, May 4, 2010
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