Sunday, March 25, 2018

ZBrush

A Projected Retopologized Model 


Modeling In Zbrush is by far my new favorite way to model, UV and do retopology. I learned that if your reload your texture you can remove extra copies of your model. I can certainly see myself using this for 3D printing because it gives extremely precise models and the geometry can be very large without overloading the program. I wish I was able to take my ZBrush class much sooner, as I would have likely chosen to model as my chosen discipline.

Turnaround of a Zbush modeled head


My favorite project of this month

Monday, December 19, 2016

Character Design and Creation

This month we did work in Zbrush, wich is now my new favorite program. in week one we did eight models. Then week two we continued to build up on four of the eight. In week 3 we work on two of the four wile also building two props for each model.
Here is my asset 1. 
From top to bottom is my reference, week 3 and week 2 progress

Here is my asset 2. 
From top to bottom is my reference, week 3 and week 2 progress

Here are my completed assets with props, along with an ear build.

 ⁃ What worked and what didn’t? 
  • Sculpting my models out instead of building them piece by piece help tremendously when it came to making more realistic models. 
  • One thing I really struggled with was retopologizing. I couldn't seem to get a good edge flow.
                  
 ⁃ What would you do differently next time? 
  •  If I could go back and take this course again I would push myself to do more complex models because I have gained the knowledge to do so in a more timely manner. During this month I had many sleepless nights trying to meet my deadlines. So, hopefully now knowing more than previously I could make more reference accurate and complex models and props. 
 -Did you encounter any major issues, if so how did you adapt? 
  • Major problems I encountered were a lack of sleep causing me to make many mistakes and ended up costing me far more time than if I would have slept in the first place. I adapted by taking short naps in between modeling.
  • Another issue I had was with the UVs. I feel I still don't have sufficient knowledge and I should research how to have a better workflow. At the very least when it comes to heads. 
-How did the end result come out (give yourself honest feedback)?
  • I'm proud of my hair and anatomy excluding the face. I feel they both look too alien. 
  • The feet need work and the hands look knobby. 
  • I'm happy with the folds and creases in the fabrics, but the loincloth for my Witch Doctor wouldn't load into Maya. So, I suppose I had some very bad geometry. 
  • I could have had more complex props, I did, however, fix the handle on my dagger. But now when I move it the handle separates strangely.










Wednesday, November 16, 2016

Projects and Portfolio III Final

We spent a month making and perfecting two animations walk cycles. They had to one portraying emotion and one portraying weight. We were peer evaluated each week to help eachouther find issues we may not have seen. I am proud of how far I've come in this short month. This class has really helped me hone my skills and forced me to go over every detail repeatedly to make sure I could make it as professional as possible.


Here is my final walk cycle portraying weight.


Here is my final walk cycle portraying fear.

zoomed in version of my fear walk cycle

Sunday, October 30, 2016

Project and Portfolio III

Playblast of week one walk cycle. 
I had issues when rendering because a large 
black bar/plain cuts my model in half

Render image to show lighting and the black bar/plain.



Full render showing weight

None of these models belong to me

3DA

Arm Swing
Here are rigs that were given in class that I animated.

 Clean Up
Here is a given walk cycle that I cleaned up. I edited the 
timing, aniticipation before pressing the button and the antenna.

Here is my week 3 of 4 playlist. I somewhere along the way lost my week 4 one.
models were provided. 

Friday, July 1, 2016

2DA Week 1

Here is my Morph animation for week one. I chose my to favorite superheroes to morph together. I really got to know the drawing program I was using for this. I also was almost constantly flipping though my animation with Toki LineTest to get it as nice as I could.

Here is my bouncing ball animation. This was the fist project I did that had a chart that went with it. Learning how to use the chart was difficult at first but I've gotten the hang of it.

With this project I had to give the ball a different weight. I chose a very heavy ball. This meant it had to fall quicker with less frames.

Sunday, May 1, 2016

Fundamentals of Art 2 Competencies

lesson 2F (refined human render)

lesson 2G (line of action poses showing anticipation and weight)

lesson 4E (character turn around sheet)

lesson 4G (character silhouetted staging poses showing weight and anticipation)