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Sketchbook: Tim Smith

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DustyShinigami polycounter lvl 6

Hi. Welcome to my digital sketchbook. I hope I go about this right. I specialise in characters and I'm aiming to focus on real-time for my portfolio. I'll be using this to log my progress with a new project I'll be starting. I'm planning on making my first ever mech/robot. Due to the time-frame I have, I'm not planning on anything crazy complex, so I've decided to pick the Death Egg Robot from Sonic 2. :) I plan on making a real-time version of it, so apart from my usual breakdowns and research, I need to find similar projects of anime-styled mechs that have been made real-time.

Any feedback or suggestions throughout this would be super welcome! :)

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  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Okay, I believe those screenshots were the latest for that first exercise. So here's my current progress with the second exercise. A totally different outfit and the inclusion of a rucksack.









  • iam717
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    iam717 ngon master
    ....
    iam717 said:
     interior layer of clothing and an exterior layer of clothing
    Was the green text meant to be a link, by any chance?

    no, green not a link, superb update.
  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    iam717 said:
    ....
    iam717 said:
     interior layer of clothing and an exterior layer of clothing
    Was the green text meant to be a link, by any chance?

    no, green not a link, superb update.
    Okay. And thank you. ^_^

    I've pushed the jacket further in ZBrush. Refined areas, cleaned up the simulation noise, added additional folds, made areas more readable from a distance, re-did the seams, and added tertiary details etc. Currently in the process of retopologising for the low poly.






    But yes, at a later date, I definitely aim to do the same for the other items of clothing. Will hopefully have a solid portfolio piece by the end. :)
  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Haven't posted an update in a little while, so I'm sharing the low poly of the jacket, UVs, bakes, and textures. Once the mentorship is finished, I'll go back and work on the rest of the outfit. But currently, I'm working on a character portfolio piece. :)








  • iam717
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    iam717 ngon master
    Dang i missed these few updates, this is looking real good to me.  congrats.
  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    iam717 said:
    Dang i missed these few updates, this is looking real good to me.  congrats.
    Thank you.  =)
  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Current blockout progress for the chosen character concept I'm doing.


    Added some additional elements based on The Hunter from Bloodborne.

    And went back to sort out the topology of the previous outfit. Sorted out the t-shirt and pants, merged the pieces together, and transferred the details for a cleaner high poly.






  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Current progress with the clothing in Marvelous Designer. Been working on secondary details.






  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Further work on secondary details for the outfit







  • Eric Chadwick
    This looks really sweet so far!

    What's your process for refining the way leather bunches/folds differently than cloth? Looking at the concept, I was curious how you're going to define those materials more through shapes.

    Also the costume design seems quite a bit different for the green overcoat, the leather undercoat, the pants, the boots. It could be nice to resolve these before digging too deep into detailing.

  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    This looks really sweet so far!

    What's your process for refining the way leather bunches/folds differently than cloth? Looking at the concept, I was curious how you're going to define those materials more through shapes.

    Also the costume design seems quite a bit different for the green overcoat, the leather undercoat, the pants, the boots. It could be nice to resolve these before digging too deep into detailing.

    Thanks. ^_^

    Well, for the leather, I used Leather Lambskin and setting the Type to Leather. Some areas, like the borders, I froze and then let the simulation do its thing. And when some nice compression folds came out of it, I captured them using pins. Also, any trims/borders/internal lines, I add a bit of fold strength and in some places Elasticity to add some puckering. :) I think for the coat I used a Denim material.

    How do you mean they're different exactly? I mean the colours are only placeholders. A couple of details I should have added earlier I need to leave for ZBrush now as adding them messes up the simulation. Plus, my system slows down a lot and often crashes. I've also had to take inspiration from different outfits, like a trench coat and a leather gambeson, as well as the Hunter from Bloodborne. The artist supposedly did the concept in Photoshop, but some concept artists I spoke to on Discord think some parts are a bit suspicious or don't make sense. So it's possible a bit of AI could have been used.

    I may still add that capelet on the character's right side.
  • Eric Chadwick
    Yeah I'm not quite sure what's going on with the green coat. Over his right shoulder that could be part of a cape (white paintover). The main parts of the green coat (red paintover) seems like it makes sense pretty much in the concept. The brown leather coat has buckles, and has an inner layer (green paintover). The pants fall right to the knee, then bunch up into the boots (blue paintover). Then the boots are higher, and only bunch at the bottom (black paintover). 

    Concept artist should have made a back view for clarity, and breakdowns of the layers!


  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Yeah I'm not quite sure what's going on with the green coat. Over his right shoulder that could be part of a cape (white paintover). The main parts of the green coat (red paintover) seems like it makes sense pretty much in the concept. The brown leather coat has buckles, and has an inner layer (green paintover). The pants fall right to the knee, then bunch up into the boots (blue paintover). Then the boots are higher, and only bunch at the bottom (black paintover). 

    Concept artist should have made a back view for clarity, and breakdowns of the layers!


    Yes! They really should have done. I don't like it when they don't include a back view. Thankfully, the next project after this does. But yes, I hear you regarding the leather gambeson/doublet. My mentor suggested I add that under part too, though that was one of the problems I was encountering with the simulation. It messed up everything when I tried adding it. It's something I should have included much earlier on. So that, along with the asymmetrical fold over at the top of the coat, are what I'll be adding in ZBrush. Once I've exported from MD to Maya/ZBrush and made the clean topology, I should be able to work at a much lower subdiv. It'll make moving things around much easier.

    With the coat, I think that cloth is a capelet...? I will definitely add that; that shouldn't take long. The buckles and straps I'll be adding in ZBrush. With the knees of the pants, that was actually something the concept artists I spoke to found weird. Though I think that was more to do with the folds. How one tucks into the other. I can certainly pull those boots up higher though. Thanks. I may have to tone down some of the bunched folds towards the top.
  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Update on the progress of this project. Pushed the clothing further in MD, optimised it in ZBrush and Maya, and now I'm refining and pushing it all further in ZBrush.











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