It has been a while since i posted anything on my blog. But i have still been working away at stuff. I have an idea for a scene I would like to create. After seeing the new deus ex:human revolution trailer (the cinematics look awesome but what can you expect from square enix) I have rekindled my love of all things near future, dystopian, etc. So I am going to create a run down city street, being patrolled by the mech you see here. I also want (as a way of perfecting my human modelling) to model a resistance character and have him crouching behind a burnt out car. This will hopefully prove to be a good start to my portfolio.
The mech is nearly finished, only small details left I feel, particularly the bevelling on all the edges.
Monday, June 14, 2010
Tuesday, June 1, 2010
Human Modelling
So the summer has begun, and what is the first thing I've done apart from starting to take things a little bit easier, thats right more work. Its been an ambition of mine to really get my organic modelling of people animals, mythical creatures up to scratch. Particularly in maya (although I am simaltaneously working in zbrush at the moment). So after some fairly botched attempts things werent going great (ask anyone people are always the hardest things to do in any form of art). Until I watched a tutorial video that showed me a slightly different way of looking at the task of modelling a person with good edge flow. So this morning I began and it has never gone so well. This new approach involved working with image planes ( a concept I am familiar with) but highlights the issues with modelling just off the orthographic views and how often the model then looks wrong in the 3/4 view. So the solution is to using nurbs spheres to make a 3D reference off the reference images, make a layer out of it and then sculpt on top, primarily in the perspective view. This is a god send, and has dramatically increased the quality of my model and its edge loops but also the speed in which the model was made.
This is the character I made using nurbs spheres to block out the shape before beginining the sculpt
Work in Progress
Once I had created the torso I mirrored it to get the otherside.
Back View
Model with smooth applied. THe mesh smooths well although before I get to this stage I will be going back in and adjusting edge flow and verticies as I smooth to add smaller details as the number of subdivisons increases, this is standard work flow from zbrush, or any 3D modelling software.
This is the character I made using nurbs spheres to block out the shape before beginining the sculpt
Work in Progress
Once I had created the torso I mirrored it to get the otherside.
Back View
Model with smooth applied. THe mesh smooths well although before I get to this stage I will be going back in and adjusting edge flow and verticies as I smooth to add smaller details as the number of subdivisons increases, this is standard work flow from zbrush, or any 3D modelling software.
Subscribe to:
Posts (Atom)