Friday, October 1, 2010
Monday, September 27, 2010
Tuesday, September 21, 2010
This time I was assigned to the Playmotion platform. The system reads shadow and IR information as input. http://en.wikipedia.org/wiki/PlayMotion
This round's theme was indirect control. The objective is to make a game which can be played and understood by someone who is completely naive about gaming, the interface, and your world. Each team is only allowed one verbal suggestion to the guest playing. The rest has to be filled in by the game or experience itself.
This is just an interim version but take a look:
Thursday, September 16, 2010
Thursday, May 13, 2010
Sunday, May 2, 2010
Sunday, April 25, 2010
Friday, April 23, 2010
Monday, April 19, 2010
Wednesday, April 14, 2010
Tuesday, April 13, 2010
Then the occlusion is multiplied, color burned, and overlaid. A low opacity blue solid finishes out the layering.
Monday, April 12, 2010
Thursday, April 8, 2010
Friday, April 2, 2010
To start with Mr Kelly, I scoured the internet for pictures of the star. After I found a front and side view I liked, I pulled them into Photoshop and started planning out my edge loops as you can see to the right.
I've started doing this with all the faces I make. When I start modeling, I can move faster and I'm not just making it up as I go along. Of course I never get it quite right in the drawing so I tweak the position of some loops as I go.
After that I take the images into Maya and use them as reference for blocking out a rough head mesh. This head just blocks out the basic likeness, neglecting details and asymmetries that will come out in the final sculpt.
I also block in shapes for the rest of the model (eyes, shirt, hat, etc.). Right now he's missing hair and eyebrows, but I'll come back to that.
Once the models were where I wanted, I imported them into Modo and used their awesome UV unwrapping tools to help layout the UVs. I brought them back into Maya just for a few small adjustments to the UVs and then finally importing them into Zbrush.
As I work in Zbrush, I find myself using just a handful of brushes. The Clay Tubes brush is great for adding or subtracting volume from the form. I find the Standard brush is better for making specific bumps or creases like in the folds of fabric or wrinkles in skin. Of course I also use the Move and Smooth brushes liberally. I've also been using several alphas I found online to sculpt pores and finer wrinkles. While it needs a lot of work, here's the sculpt so far:
Sculpting is so much fun. I wish I could just drop everything and work on this, but I have to keep pluggin away at my thesis. Hey. The sooner I finish my thesis, the sooner I can concentrate on this stuff right?
Tuesday, March 30, 2010
The model was done almost entirely in Modo 401. I really love Modo for its selection algorithms and the action centers. The ability to copy and paste polygons as thought they were pixels is fantastic. If only the program could do vertex snapping and soft selection the way Maya does, it would be perfect. I also updated my reel to apply for some internships. Check it out.
On there you can also see some of the characters I modeled for my thesis. For that project I am currently polishing my lighting set ups and set dressing. Unfortunately most of my work will only be obvious when the film is finally rendered but take a look at the work reel. It coming along quite nicely.
Monday, February 15, 2010
Here's the latest version of the lighting. With the exception of banding on the main character's forearm, this is looking good.
To get here, I removed all the area lights and replaced the whole set up with directional and point lights. I'm using a lot more light linking so that the background is lit almost entirely separate from the characters. The main character also has his very own subtle rim light so he pops out just a bit more. Apart from the visual improvement, the render time has also been cut by 30%.
Update: Here's a clip with the new lighting
Saturday, February 13, 2010
Just to give you some background on the project, I am working with 7 other artists. There is Dave, our producer, Ryan and Rory, our directors, John, our lead animation and character development, James, lead story and art direction, Brian, lead simulation and effects, and Kevin, our sound designer. This many people working together on a single animation is unprecedented at our school, so its kind of a big deal.
The story goes like this: Gabe is starting his first day at the Department of Human Fate, a company located in a city in the clouds, which watches over people on earth to ensure that they die at the right moment. Gabe is assigned to watch a construction worker, but things start going wrong when Gabe has trouble figuring out how to control his subject. In the end he learns a lesson about determination and trying your best.
With that said, check out some renders. Here we have the first lighting set up using mentalray's physical sun and sky and some area lights to fill in the background. I took the render into photshop and bumped up the saturation a bit and multiplied an occlusion over it:
My companions complained that despite the increase in saturation, we were losing a lot of color and our characters were looking sickly.
So we decided to totally ditch the physical sun and sky because it was too much of a pain to try and work around it.
So I worked on the lighting a bit and rendered out a scene. This still needs a boat load of work before we can call it done.
And since vimeo butchered the color, here's a screen cap:
Sunday, January 24, 2010
Since I love Star Wars, I chose to do a steam-punk Darth Vader. Really though, its just a mash up of Darth Vader and a Big Daddy from Bioshock. While the final model is still in progress, here's some concept stuff:
The first concept for Darth
Sketch of the final concept
Sketch of Luke
Luke final concept. Bear in mind I haven't painted since I was 12 and the assignment called for wet medium.
Darth final concept. This is what I'll be modeling in the coming weeks. So far its coming along nicely.
Currently, I'm hard at work on my thesis project. It is my responsibility to produce the 3D models for 2 separate films. I'll post more about these later.
Apart from school work, I am also busy applying to graduate school. In fact, I just sent my application to Carnegie Mellon yesterday.
Ultimately, though, my goal is to work in feature films as a 3D modeler.
Soon I'll begin blogging about my work. I'll put up pictures of my models and talk a bit about my methodology.