Woof, I cant believe I havent updated in six days. Thats no good. Been working on a few things -adding wrinkles -changing the props up -the hands -Just over all cleaning up.
This is proving to be more of a challenge than i thought. I think i'm definetly going to have to remodel some of these parts this weekend. I guess i'll consider this current phase a blocking out phase?
Still a lot of work to do, Still placing these meshes and what not. Definetly going to have to redo that damn head. By far the most obnoxious part about this thing...
The feet are certainly bigger on mine. Gonna have to refine that. As well as sub D model a bunch of this model "m thinking. I'd like to use Booleans, but whatever I"m faster with I"ll just use that.
Finally got the head to point where I don't hate it. That took far longer than it should have, but I was spending time figuring out different methods. Settled on Sub-d modeling it (Womp womp) Could have/should have done that from the beginning, but whatever. YOu live and you learn.
Not much to say here, wanted to bring it in to Marmoset to see how it looks. I'm actually digging it way more than i expected. THrowing on some materials for some definition really helps this thing ab unch. Maybe i'll start on the lowpoly tonight.
way more difficult that an I remembered. Then I remembered, I havent surfaced any metallic surfaces in a while. Going to need more reference i guess .Because right now i'm just rollin with what looks best. Not sure if thats the best way to be
Not much to say here other than. ..more texture work? i wanna add more dirt and damage to the bottom of the feet, a friend of mien also suggested to dirty up the tubes. I think i'll just scratch them up instead. I also wanna make this an "illustration" like this Keos Masons piece Detetective. https://www.artstation.com/artwork/rezm5
i'm not sure how to do the glowy bits, but i wanna figure itout this weekend.
This is really neat. I think a falloff shader for the neon would really help make it pop, a line of soft heat along the centers of the tubes. A dynamic pose wouldn't hurt either!
@Eric Chadwick , Thanksa bunch eric. Yeah I was trying to figure out how to do that falloff for the neon, but I couldnt come up with any results, so I"m still working on that. As for the pose, thats coming along, I'm trying to figure out the most efficient way to go about it. I'd hate to have to rig this thing, but I'm thinking that might be my only option.
Alright, started a new model last night. Felt wierd waiting this long to get started, but better late than never IMo. Following posted from blog
Man, i gotta say one of my dreams is to just make skins for characters, (and then buy them ) . full time. SO i'm going to take a play out of one of my buddies books (Shalynn Hamm great artist y'all) .And make a female version of some of my favorites, starting with Zul'Jin from Heroes of the storm. Not enough female trolls IMO. so ere you go.
Some of the references i'm using, obviously it smuch bigger on my screen. I'm goignt o be cutting and pasting a whole bunch of stuff form different references until i get something i like.
I dont really concept things too well, so thi shwill definetly be one of my bigger/biggest challenges. I was hoping to find something for a troll like that Overwatch Lnk concept art, but it seems i'm left to my own devices lol.
So i've decided on my quality bar. I'm going to try and emulate what Lotet did on their Orc fan art. (but for a troll). I"m really not even sure how to get close to that, but aim for the stars as they say. I'll be following their stuff closely.
In addition, I'm going to provide a breakdown like Jonfer did in their sketchbook. Now that I know what bar i'm setting for myself I think that really clears up any kind of direction I need to take with this piece. I'm feeling it again. Inspiration strikes!
Gonna be takign my time on the anatomy on this one. I feel like i'm already making good progress, but normally in the past this would be where i stop, so this time i'll push beyond.
Theres more images on my art station, but yeah i'm pretty happy with how it came out, I tried a bunch of new things. that I think will help me in the long run
inally getting a chance to start something new. I'm going to do a prop this time, instead of something thats going to take 5+ weeks. #treat yo self. Nothing crazy right now, Just pushing and pulling to get those forms, and focusing on the skull right now.
This is the reference i'm using so far. I'll gather more as I move on to other parts .
So after I got the skull where I wanted. I decided to dive into VFX. Been meaning to for a while. Here's this weekends forray into it. I'm just following tutorials now, and familiarizing myself with techniques and a lot of the vocabulary used.
decided to re texture my squig. I figure I'll be done retexturing it soon. I wanted to update all my pieces with my current capabilities, while I"m learning VFX. It doesn't take too much brain power to do this so I'm not too worried about diverting my resources.
Aloha everyone. SO What i'm trying to do is make it so this character looks like they're walking through a cold room. The foot steps aren't where I want them, I think they may be too opaque so I'm goign to fix that. Although I like the breath being loud like it is, I"m not sure its working. It probably needs to be less opaque as well. In addition. Is there anyway to keep the character from completing its animation like that? I couldnt figure out how to keep the model in place, or how to make it(the animation) slower so you could see it better
So this is my first pass on my homework for my FX class, I'm having a great time so far. I'm still getting a hang of creating the materials inside of the material editor. The main thing is, remembering what all of the nodes do. What i'm starting to do is take notes, but that's not helping me completely remember. So I've decided I"m going to start making tutorials to learn these things. Even if they're not great tutorials I feel like that will help cement this information in my head a bit better, if I have to explain it to someone else.
There's a lot of cool stuff that happens in the particle editor, and i'm figuring out ways to make pretty interesting shapes. There are a few things though, that are getting to me. Is it more efficient to make the shapes that you need in the material editor or in cascade? That kind of information will come in time i bet, right now its just bothering me a bit more than it probably should.
Sequencer is a lot of fun, and very easy to set up. I think from now on That's how i'll present all my effects. Because screen capping it does not look very good at all.
Fire has been the most interesting effect for me to attempt. While i'm sure more seasoned people have a much easier time grasping it, I find that trying to do do it (fire) differently every time helps me understanding something new every time. Making fire over and over again, is almost like lifting a weight, or some other tasks that require repetition to get proficient at it. There are so many different ways to make it, you cant NOT find something new about it every time.
Replies
-adding wrinkles
-changing the props up
-the hands
-Just over all cleaning up.
Doing some anatomy practice tonight.
Its a super cool RTS
The feet are certainly bigger on mine. Gonna have to refine that. As well as sub D model a bunch of this model "m thinking. I'd like to use Booleans, but whatever I"m faster with I"ll just use that.
Hooray, retopo and bakes are...done? kinda. I see some errors, but i'm sure i can get those out in photohsop.
Also, woowee, got a lot of work to do on them textures. But atleast now i'm at the fun/easy part.
way more difficult that an I remembered. Then I remembered, I havent surfaced any metallic surfaces in a while. Going to need more reference i guess .Because right now i'm just rollin with what looks best. Not sure if thats the best way to be
Not much to say here other than. ..more texture work?
i wanna add more dirt and damage to the bottom of the feet, a friend of mien also suggested to dirty up the tubes. I think i'll just scratch them up instead.
I also wanna make this an "illustration" like this Keos Masons piece
Detetective.
https://www.artstation.com/artwork/rezm5
i'm not sure how to do the glowy bits, but i wanna figure itout this weekend.
, Thanksa bunch eric. Yeah I was trying to figure out how to do that falloff for the neon, but I couldnt come up with any results, so I"m still working on that.
As for the pose, thats coming along, I'm trying to figure out the most efficient way to go about it. I'd hate to have to rig this thing, but I'm thinking that might be my only option.
Following posted from blog
Man, i gotta say one of my dreams is to just make skins for characters, (and then buy them ) . full time. SO i'm going to take a play out of one of my buddies books (Shalynn Hamm great artist y'all) .And make a female version of some of my favorites, starting with Zul'Jin from Heroes of the storm. Not enough female trolls IMO. so ere you go.
Some of the references i'm using, obviously it smuch bigger on my screen. I'm goignt o be cutting and pasting a whole bunch of stuff form different references until i get something i like.
I dont really concept things too well, so thi shwill definetly be one of my bigger/biggest challenges. I was hoping to find something for a troll like that Overwatch Lnk concept art, but it seems i'm left to my own devices lol.
In addition, I'm going to provide a breakdown like Jonfer did in their sketchbook. Now that I know what bar i'm setting for myself I think that really clears up any kind of direction I need to take with this piece. I'm feeling it again. Inspiration strikes!
bloop bloop new update, bend some of the "plates", added some detail to the "shirt". added some GNARLY HORNS *guitar solo*.
Wuff, been busy! back to updating this thread.
Theres more images on my art station, but yeah i'm pretty happy with how it came out, I tried a bunch of new things. that I think will help me in the long run
Nothing crazy right now, Just pushing and pulling to get those forms, and focusing on the skull right now.
This is the reference i'm using so far. I'll gather more as I move on to other parts .
Here's this weekends forray into it. I'm just following tutorials now, and familiarizing myself with techniques and a lot of the vocabulary used.
still following tutorials and SO MUCH. I THINK i'm in love with VFX and particle effects guys.
Particle 3!
Tonight i think, since i wont have as much time I'll try making a material in UE4
Tried to do a sort of lightning material last night. Got a lot of editing to do.. lol
made this explosion for flip books using maya fluid sim. Trying to get ahead in this VFX class I"m taking.
still figuring out flip books. They both are using the same material.
decided to re texture my squig. I figure I'll be done retexturing it soon. I wanted to update all my pieces with my current capabilities, while I"m learning VFX. It doesn't take too much brain power to do this so I'm not too worried about diverting my resources.
Aloha everyone. SO What i'm trying to do is make it so this character looks like they're walking through a cold room. The foot steps aren't where I want them, I think they may be too opaque so I'm goign to fix that. Although I like the breath being loud like it is, I"m not sure its working. It probably needs to be less opaque as well. In addition. Is there anyway to keep the character from completing its animation like that? I couldnt figure out how to keep the model in place, or how to make it(the animation) slower so you could see it better
So this is my first pass on my homework for my FX class, I'm having a great time so far. I'm still getting a hang of creating the materials inside of the material editor. The main thing is, remembering what all of the nodes do. What i'm starting to do is take notes, but that's not helping me completely remember. So I've decided I"m going to start making tutorials to learn these things. Even if they're not great tutorials I feel like that will help cement this information in my head a bit better, if I have to explain it to someone else.
There's a lot of cool stuff that happens in the particle editor, and i'm figuring out ways to make pretty interesting shapes. There are a few things though, that are getting to me. Is it more efficient to make the shapes that you need in the material editor or in cascade? That kind of information will come in time i bet, right now its just bothering me a bit more than it probably should.
Sequencer is a lot of fun, and very easy to set up. I think from now on That's how i'll present all my effects. Because screen capping it does not look very good at all.
Fire has been the most interesting effect for me to attempt. While i'm sure more seasoned people have a much easier time grasping it, I find that trying to do do it (fire) differently every time helps me understanding something new every time. Making fire over and over again, is almost like lifting a weight, or some other tasks that require repetition to get proficient at it. There are so many different ways to make it, you cant NOT find something new about it every time.