Saturday, December 12, 2009
More WIP
I really shouldn't post this head again until it is done, but it is driving me crazy trying to nail the likeness.
This is sculpted from z spheres and will need to be re-topologized once I am done.
Zbrush 3.5 R3 was just released and it is pretty impressive.
Sunday, November 22, 2009
Saturday, November 21, 2009
Saturday, November 14, 2009
Dojo pinup
TAKEN DOWN AT REQUEST OF MODEL.
I plan on developing this into a zbrush model.
Photo reference: Jesse Walker.
Random links:
Hiding edge loops in zbrush
3d Fractals?!?
I plan on developing this into a zbrush model.
Photo reference: Jesse Walker.
Random links:
Hiding edge loops in zbrush
3d Fractals?!?
Thursday, October 15, 2009
Links and bookmarks and resources, oh shi . . .
Here are some links and resources I want to share:
Software:
This stuff is free or at least very cheap and useful.
Software for low poly 3d modeling / subD modeling (free demo)
SILO
http://www.nevercenter.com/silo/
Software for low poly 3d modeling (free)
WINGS 3d
http://www.wings3d.com/
Software for retopologizing (free demo)
TOPOGUN
http://www.topogun.com/
Software for UV unwrapping (free)
ROADKILL
http://www.pullin-shapes.co.uk/page8.htm
Software for generating normal maps (free)
XNORMAL
http://www.xnormal.net/1.aspx
Bookmarks and Links:
http://delicious.com/
http://delicious.com/greyother
Software:
This stuff is free or at least very cheap and useful.
Software for low poly 3d modeling / subD modeling (free demo)
SILO
http://www.nevercenter.com/silo/
Software for low poly 3d modeling (free)
WINGS 3d
http://www.wings3d.com/
Software for retopologizing (free demo)
TOPOGUN
http://www.topogun.com/
Software for UV unwrapping (free)
ROADKILL
http://www.pullin-shapes.co.uk/page8.htm
Software for generating normal maps (free)
XNORMAL
http://www.xnormal.net/1.aspx
Bookmarks and Links:
http://delicious.com/
http://delicious.com/greyother
Tuesday, October 13, 2009
Maya normal maps
Here is a screen shot from maya.
The low res mesh is only 170 faces and the high res sculpt is several hundred thousand. The render in the lower right corner is of the mesh on the left. One can see the UV map and normal map used to render the detail from the sculpt.
I used Topogun ( http://www.topogun.com/) to retopologize a zbrush model and then generated the normal map in Maya. I find Maya's normal map generation to be slightly easier to use than Max although I prefer Zbrush's zmapper overall. It is nice to be able to create normal maps in Maya easily however.
If one does not have access to Max or Maya or Zbrush to make normal maps, Xnormal is a great option as well.
http://www.xnormal.net/1.aspx
Tuesday, September 22, 2009
Compositing
So I am still trying to get better at compositing. Nice thing about teaching is that I can try out techniques as in class demos.
The assignment was to take the zbrush character the students had been working on and render it as a statue into a background plate with HDR lighting. They made their own custom probes and background plates. Here are two renders from the demo. The model is by Joseph Huggins.
Thursday, September 17, 2009
Oh hey look, another Houdini newb
Monday, August 24, 2009
Friday, August 14, 2009
Sketchy Scribbles
Still transcribing CGcon notes, but I only have a couple of more artists to go.
In the meantime I thought I would plug a sketch blog that I contribute to:
Sketchy Scribbles
This round's theme is: 7 Deadly Sins for 7 Deadly Days
I firmly believe CG artists can learn a lot by developing other, possibly more traditional skillsets. One should draw as often as time will allow.
In the meantime I thought I would plug a sketch blog that I contribute to:
Sketchy Scribbles
This round's theme is: 7 Deadly Sins for 7 Deadly Days
I firmly believe CG artists can learn a lot by developing other, possibly more traditional skillsets. One should draw as often as time will allow.
Friday, August 7, 2009
Some days I wish I was a robot
Part duex of the CGcon notes:
Jeff Miller (Zbrush)
http://redrepublik.cgsociety.org/gallery/665298
Start with z-spheres, retopo later if you need to
z-spheres (preview mesh "A" -> make polymesh3d when you want to convert from z-sphere to poly)
Reuses basemesh created from zspheres for many different characters, posing them differently using the transpose tool
For facial modeling he uses clay tube brush + some gravity on the brush for wrinkles
Uses claty tubes for putting in muscle -> smooth them out (clay smooth)
Use clay for filling in volume
When masking it is sometimes better to do it at lowest subD level to make it as precise as possible
Use falloff brush from zbrushcentral vs pinch brush (pinches topology = bad)
To create stylized hair use falloff + masking + flatten brush
Always step down to lowest subD level before saving! This insures better stability in file.
Subtool master has a one button click to step all the way down or up subD
The more tools you have in your zbrush tool palette the slower zbrush runs
You can separate / group you character according to UV shells (polygroup -> UVgroup split)
Don't just add detail around your entire character uniformly, add detail intelligently and in the right places
Typically spends a week on a character
Mask -> Create UVs (Makes UVmapping + Mask info)
Recommends modeling smaller scale / minor objects in package separate from zbrush
Cavity Masking stuff:
Masking -> Mask by cavity
Use cavity mask checkbox in brush menu drop down to activate cavity masking on brush stroke!
You can create a custom cavity mask in zmapper
Zmapper is only part of zbrush to utilize gpu (vs cpu + ram)
cavity maps can be good for making spec maps (simulates AO)
to make spec map: desaturate diffuse -> multiply cavity map -> add noise (dodge and burn)
Paint color with cavity mask: turn off Zadd and turn on RGB (RGB typically 1-50)
This way you can paint darker areas (dirt map) into recesses. Invert cavity mask to paint highlights. Use cavity masking checked on in brush stroke menu -> use dot spray -> use noisy alpha -> paint noisy grime across recessed detail (dirt in scales for armor)
Make scale alphas -> drag rect stroke to place scales (not projection master) -> cavity masking to paint in grime / emphasize depth
Armored hero here:
http://forums.cgsociety.org/showthr...06&page=1&pp=15
To export painted color as file use texture menu color-> texture button
Make sure to flip texture file vertically. Zbrush will alwys flip a file vertically the wrong way by default. You can use the texture menu drop down and flip V before exporting to fix this problem.
To prevent problems when creating normal maps in max make sure to load the right export preset when in Zmapper
Suggests using xnormal because it is topology independent. One could use the decimation master plugin on a sculpt to decimate hi rez sculpt for use in xnormal. Likes generating normal maps with xnormal over zmapper overall.
Lights character in max with omni light as rimlight (?!?)
Suggests plugging in HDR file in skylight for better bounce light / gradient
Tip: use blue specularity map for skin because it complements warm skin tones well.
Use same color spec for metal (blue metal -> blue spec map)
*****
General Tips (Thanks Daniel!)
Use append rather than bridge in maya because bridge is still "broken"
there is no "connect" in maya but you can use triangulate -> quadrangulate
Maya 2009 now has LSCM unwrapping and UV color feedback (!!!)
Environment artists now start with GIANT texture sheet and then overlay model Uvs as they create the models (working macro to micro).
http://www.gionakpil.com/galleryDIGITAL.htm
Check vimeo channels for zbrush work
*****
Zack Petroc
http://www.zackpetroc.com/
every freelance artist is in business for himself and therefore is an independent studio unto themselves
story / character more important than any CG / effect
influenced by Matthew Barney
(note: Cremaster really is excellent / bizarre http://www.imdb.com/name/nm0056030/ )
influenced by Gregory Crewdson for storytelling ability
ultimately story drives EVERYTHING
Production designer in control of "visual look"
Art director has ultimate say in color / tone of shot
sets based on production design notes
Recommends paying a cheaper artist to create animatable mesh (retopo) over higher paid sculptor although this can often be the same artist
Worked at GM at car design facility (avg time to learn how to sculpt 5 years)
Stressed how good topology / animatable topology still very important to modeling.
Suggests these books:
George Bridgman's "Constructive Anatomy" and Fritz Schider's "An Atlas of Anatomy for Artists"
Rhino + cutting paths = cool sculpting pipeline
Suggested artists make assets with royalties attached whenever possible
worry less about what projects you get to work on but who you could be working with
Freelance = starting your own studio (same thing)
Use zbrush to explore / prototype easily with z spheres -> final digital maquette -> (retopo if necessary)
Alternatively box model in 3d package of choice and import into zbrush for starting point
Suggests learning anatomy through knowing insertion points and muscle groups
Use lazy mouse plus pinch brush (low intensity) to add detail / define edges. Note: ctrl + 1 will repeat stroke. Also note neither previous zbrush artist advocated pinch but rather the custom falloff brushes found on zbrush central.com
Use geometry -> crease to define open edgeloop edge before sudD
Create open edgeloop (separate geomety in zbrush!! / cut mesh along edge loop) like this: shift + F (turn on wireframe) -> perspective off -> lasso select on -> step to low subD -> lasso mask part of object along edge loop -> masking menu / hide PT -> geometry menu / edge loop (this separates visible into polygroup. Use ctrl + shift to toggle between polygroups. ctrl + shift + lmb on edge to hide edge ring (!!!) from here you can delete hidden or crease along hidden edge loop.
*****
Ian Joyner (Blur Studio / Iron Man)
http://kingmob.cgsociety.org/gallery/
designs in zbrush and photoshop
re-initializing zbrush will clear ztools. More ztools = zbrush runs slower
Make / utilize library of basemeshes for general shape
human basemesh should have fingers and extruded earsockets and eyesockets
when importing obj into zbrush make sure to have a primitive like the star or zsphere tool selected (otherwise point count won't match)
zbrush 4 will correct issues with the perspective view
use custom "muscle pinch" brush
clay used over standard brush most of time
morph brush good for painting back to stored morph target to try out different ideas
instead of always changing brush size just "zoom camera" (scale)
set perspective view to 120 for real world perspective
saves out layers as objs often
Makes a basic character in a day
Uses dot stroke at lower levels and freehand stoke at upper levels
post online often to get more freelance work
When using transpose rotate, alt LMB on dots to rotate around that dote
When using move brush hold down alt to insure move is along surfaces normal
Use clay brush to fill in between subtools
Recommends using polygroups because you can sculpt easily across polygroups vs subtools
When reprojecting new topo it is recommended you copy the original tool by using tool -> clone
This way a copy of original is kept. You can always clear out all unused custom ztools by re-initializing zbrush.
*****
Josh Robinson (Asylum Studios / Terminator 4)
Houdini used for rigging Terminator
Stressed one does not need to know how to draw in order to model in 3d
Highend hard surface modeling often means "kit bashing" older (high detail) models one massive high detail model
Terminator 4 pickup ship was a mashup of older ILM parts (?!?)
Swears by clay brush over standard brush.
Uses mask with flatten brush to create hard edges
Creates hard edge mask and then flatten -> inverts mask and then flattens again on other side
Alternatively you can make an alpha and/or mask and use geometry menu -> deform -> inflate
Jeff Miller (Zbrush)
http://redrepublik.cgsociety.org/gallery/665298
Start with z-spheres, retopo later if you need to
z-spheres (preview mesh "A" -> make polymesh3d when you want to convert from z-sphere to poly)
Reuses basemesh created from zspheres for many different characters, posing them differently using the transpose tool
For facial modeling he uses clay tube brush + some gravity on the brush for wrinkles
Uses claty tubes for putting in muscle -> smooth them out (clay smooth)
Use clay for filling in volume
When masking it is sometimes better to do it at lowest subD level to make it as precise as possible
Use falloff brush from zbrushcentral vs pinch brush (pinches topology = bad)
To create stylized hair use falloff + masking + flatten brush
Always step down to lowest subD level before saving! This insures better stability in file.
Subtool master has a one button click to step all the way down or up subD
The more tools you have in your zbrush tool palette the slower zbrush runs
You can separate / group you character according to UV shells (polygroup -> UVgroup split)
Don't just add detail around your entire character uniformly, add detail intelligently and in the right places
Typically spends a week on a character
Mask -> Create UVs (Makes UVmapping + Mask info)
Recommends modeling smaller scale / minor objects in package separate from zbrush
Cavity Masking stuff:
Masking -> Mask by cavity
Use cavity mask checkbox in brush menu drop down to activate cavity masking on brush stroke!
You can create a custom cavity mask in zmapper
Zmapper is only part of zbrush to utilize gpu (vs cpu + ram)
cavity maps can be good for making spec maps (simulates AO)
to make spec map: desaturate diffuse -> multiply cavity map -> add noise (dodge and burn)
Paint color with cavity mask: turn off Zadd and turn on RGB (RGB typically 1-50)
This way you can paint darker areas (dirt map) into recesses. Invert cavity mask to paint highlights. Use cavity masking checked on in brush stroke menu -> use dot spray -> use noisy alpha -> paint noisy grime across recessed detail (dirt in scales for armor)
Make scale alphas -> drag rect stroke to place scales (not projection master) -> cavity masking to paint in grime / emphasize depth
Armored hero here:
http://forums.cgsociety.org/showthr...06&page=1&pp=15
To export painted color as file use texture menu color-> texture button
Make sure to flip texture file vertically. Zbrush will alwys flip a file vertically the wrong way by default. You can use the texture menu drop down and flip V before exporting to fix this problem.
To prevent problems when creating normal maps in max make sure to load the right export preset when in Zmapper
Suggests using xnormal because it is topology independent. One could use the decimation master plugin on a sculpt to decimate hi rez sculpt for use in xnormal. Likes generating normal maps with xnormal over zmapper overall.
Lights character in max with omni light as rimlight (?!?)
Suggests plugging in HDR file in skylight for better bounce light / gradient
Tip: use blue specularity map for skin because it complements warm skin tones well.
Use same color spec for metal (blue metal -> blue spec map)
*****
General Tips (Thanks Daniel!)
Use append rather than bridge in maya because bridge is still "broken"
there is no "connect" in maya but you can use triangulate -> quadrangulate
Maya 2009 now has LSCM unwrapping and UV color feedback (!!!)
Environment artists now start with GIANT texture sheet and then overlay model Uvs as they create the models (working macro to micro).
http://www.gionakpil.com/galleryDIGITAL.htm
Check vimeo channels for zbrush work
*****
Zack Petroc
http://www.zackpetroc.com/
every freelance artist is in business for himself and therefore is an independent studio unto themselves
story / character more important than any CG / effect
influenced by Matthew Barney
(note: Cremaster really is excellent / bizarre http://www.imdb.com/name/nm0056030/ )
influenced by Gregory Crewdson for storytelling ability
ultimately story drives EVERYTHING
Production designer in control of "visual look"
Art director has ultimate say in color / tone of shot
sets based on production design notes
Recommends paying a cheaper artist to create animatable mesh (retopo) over higher paid sculptor although this can often be the same artist
Worked at GM at car design facility (avg time to learn how to sculpt 5 years)
Stressed how good topology / animatable topology still very important to modeling.
Suggests these books:
George Bridgman's "Constructive Anatomy" and Fritz Schider's "An Atlas of Anatomy for Artists"
Rhino + cutting paths = cool sculpting pipeline
Suggested artists make assets with royalties attached whenever possible
worry less about what projects you get to work on but who you could be working with
Freelance = starting your own studio (same thing)
Use zbrush to explore / prototype easily with z spheres -> final digital maquette -> (retopo if necessary)
Alternatively box model in 3d package of choice and import into zbrush for starting point
Suggests learning anatomy through knowing insertion points and muscle groups
Use lazy mouse plus pinch brush (low intensity) to add detail / define edges. Note: ctrl + 1 will repeat stroke. Also note neither previous zbrush artist advocated pinch but rather the custom falloff brushes found on zbrush central.com
Use geometry -> crease to define open edgeloop edge before sudD
Create open edgeloop (separate geomety in zbrush!! / cut mesh along edge loop) like this: shift + F (turn on wireframe) -> perspective off -> lasso select on -> step to low subD -> lasso mask part of object along edge loop -> masking menu / hide PT -> geometry menu / edge loop (this separates visible into polygroup. Use ctrl + shift to toggle between polygroups. ctrl + shift + lmb on edge to hide edge ring (!!!) from here you can delete hidden or crease along hidden edge loop.
*****
Ian Joyner (Blur Studio / Iron Man)
http://kingmob.cgsociety.org/gallery/
designs in zbrush and photoshop
re-initializing zbrush will clear ztools. More ztools = zbrush runs slower
Make / utilize library of basemeshes for general shape
human basemesh should have fingers and extruded earsockets and eyesockets
when importing obj into zbrush make sure to have a primitive like the star or zsphere tool selected (otherwise point count won't match)
zbrush 4 will correct issues with the perspective view
use custom "muscle pinch" brush
clay used over standard brush most of time
morph brush good for painting back to stored morph target to try out different ideas
instead of always changing brush size just "zoom camera" (scale)
set perspective view to 120 for real world perspective
saves out layers as objs often
Makes a basic character in a day
Uses dot stroke at lower levels and freehand stoke at upper levels
post online often to get more freelance work
When using transpose rotate, alt LMB on dots to rotate around that dote
When using move brush hold down alt to insure move is along surfaces normal
Use clay brush to fill in between subtools
Recommends using polygroups because you can sculpt easily across polygroups vs subtools
When reprojecting new topo it is recommended you copy the original tool by using tool -> clone
This way a copy of original is kept. You can always clear out all unused custom ztools by re-initializing zbrush.
*****
Josh Robinson (Asylum Studios / Terminator 4)
Houdini used for rigging Terminator
Stressed one does not need to know how to draw in order to model in 3d
Highend hard surface modeling often means "kit bashing" older (high detail) models one massive high detail model
Terminator 4 pickup ship was a mashup of older ILM parts (?!?)
Swears by clay brush over standard brush.
Uses mask with flatten brush to create hard edges
Creates hard edge mask and then flatten -> inverts mask and then flattens again on other side
Alternatively you can make an alpha and/or mask and use geometry menu -> deform -> inflate
CGcon notes
I really need to post to this blog more.
Recently went to CGcon, and then Cirque Beserk and then Nova Scotia for a wedding. On top of this I have switched campuses / started a new job and have been trying to work through some personal issues.
Regardless, here are some CGcon notes. I will post more as I transcribe them:
Andrew Jones
http://www.androidjones.com/
Art as a journey
Warns there are too many aspiring concept artists but not enough job positions to go around
In order to succeed as an artist you must first find a need / niche
Helped found conceptart.org
Warned of falling into one of the 4 major archetypes (child, victim, saboteur, prostitute)
Advocates painting outdoors (celestial events / sunset / sunrise)
No reward without some risk
"Phaedroid" performance
Daniel Williams (Zbrush)
http://www.pointpusher.com/
(toolbar for maya available for download)
modeling head:
subtool master will allow mirroring of subtools
use flatten with low intensity to flatten parts like foreheads / temples
Uses falloff brushes from zbrushcentral vs the pinch brush
Always work low to high
use move at low levels to change primary form and pose
check profile / shape of nose
always be checking in multiple angles as well as ortho
check 3/4 view as well as front and top for general shape of head
To retopo in maya:
import sculpt -> make live -> create poly (make strips) -> triangulate -> quadrangulate -> add edge loops and tweak verts where necessary
new verts will snap to live mesh
check normals on strips of polys occasionally
build an animation ready mesh strip by strip / patch modeling
Merge strips / patches
For making posed head / posed blendshapes use maya's non linear deformers and clusters
after using deformers re export back to zbrush for further sculpting
note: zGo or zbrush 4 should make import and export of blendshapes / morph targets easier
Paint / smooth cluster weights for fine control
It's okay to model with deformers in maya (pt count should not change for import/export however)
Ask questions about your character through every step of the process
Section character into subtools or polygroups or both
Each subtool isolated can use up to 100% of cpus resources
Sectioning character into polygroups can be better than subtools because one can sculpt across polygroups a lot easier
Xnormal is better than Zmapper because it is topology independent
How do you know when to move forward from base mesh in max/maya and just sculpt in zbrush vs starting with bad topo, sculpting, and then just making a new game mesh over the sculpt (retopo)??
- If you already know the specs of the character beforehand then start with a base mesh in max or maya
- If you don't know really know where you are going and plan on exploring more at the beginning stages in 3d, then start sculpting the form in zbrush and just retopo later.
Jeff Miller (Zbrush)
http://redrepublik.cgsociety.org/gallery/665298
Start with z-spheres, retopo later if you need to
z-spheres (preview mesh "A" -> make polymesh3d when you want to convert from z-sphere to poly)
Reuses basemesh created from zspheres for many different characters, posing them differently using the transpose tool
For facial modeling he uses clay tube brush + some gravity on the brush for wrinkles
Uses claty tubes for putting in muscle -> smooth them out (clay smooth)
Use clay for filling in volume
When masking it is sometimes better to do it at lowest subD level to make it as precise as possible
Use falloff brush from zbrushcentral vs pinch brush (pinches topology = bad)
To create stylized hair use falloff + masking + flatten brush
Always step down to lowest subD level before saving! This insures better stability in file.
The more tools you have in your zbrush tool palette the slower zbrush runs
You can separate / group you character according to UV shells (polygroup -> UVgroup split)
Don't just add detail around your entire character uniformly, add detail intelligently and in the right places
Typically spends a week on a character
Recently went to CGcon, and then Cirque Beserk and then Nova Scotia for a wedding. On top of this I have switched campuses / started a new job and have been trying to work through some personal issues.
Regardless, here are some CGcon notes. I will post more as I transcribe them:
Andrew Jones
http://www.androidjones.com/
Art as a journey
Warns there are too many aspiring concept artists but not enough job positions to go around
In order to succeed as an artist you must first find a need / niche
Helped found conceptart.org
Warned of falling into one of the 4 major archetypes (child, victim, saboteur, prostitute)
Advocates painting outdoors (celestial events / sunset / sunrise)
No reward without some risk
"Phaedroid" performance
Daniel Williams (Zbrush)
http://www.pointpusher.com/
(toolbar for maya available for download)
modeling head:
subtool master will allow mirroring of subtools
use flatten with low intensity to flatten parts like foreheads / temples
Uses falloff brushes from zbrushcentral vs the pinch brush
Always work low to high
use move at low levels to change primary form and pose
check profile / shape of nose
always be checking in multiple angles as well as ortho
check 3/4 view as well as front and top for general shape of head
To retopo in maya:
import sculpt -> make live -> create poly (make strips) -> triangulate -> quadrangulate -> add edge loops and tweak verts where necessary
new verts will snap to live mesh
check normals on strips of polys occasionally
build an animation ready mesh strip by strip / patch modeling
Merge strips / patches
For making posed head / posed blendshapes use maya's non linear deformers and clusters
after using deformers re export back to zbrush for further sculpting
note: zGo or zbrush 4 should make import and export of blendshapes / morph targets easier
Paint / smooth cluster weights for fine control
It's okay to model with deformers in maya (pt count should not change for import/export however)
Ask questions about your character through every step of the process
Section character into subtools or polygroups or both
Each subtool isolated can use up to 100% of cpus resources
Sectioning character into polygroups can be better than subtools because one can sculpt across polygroups a lot easier
Xnormal is better than Zmapper because it is topology independent
How do you know when to move forward from base mesh in max/maya and just sculpt in zbrush vs starting with bad topo, sculpting, and then just making a new game mesh over the sculpt (retopo)??
- If you already know the specs of the character beforehand then start with a base mesh in max or maya
- If you don't know really know where you are going and plan on exploring more at the beginning stages in 3d, then start sculpting the form in zbrush and just retopo later.
Jeff Miller (Zbrush)
http://redrepublik.cgsociety.org/gallery/665298
Start with z-spheres, retopo later if you need to
z-spheres (preview mesh "A" -> make polymesh3d when you want to convert from z-sphere to poly)
Reuses basemesh created from zspheres for many different characters, posing them differently using the transpose tool
For facial modeling he uses clay tube brush + some gravity on the brush for wrinkles
Uses claty tubes for putting in muscle -> smooth them out (clay smooth)
Use clay for filling in volume
When masking it is sometimes better to do it at lowest subD level to make it as precise as possible
Use falloff brush from zbrushcentral vs pinch brush (pinches topology = bad)
To create stylized hair use falloff + masking + flatten brush
Always step down to lowest subD level before saving! This insures better stability in file.
The more tools you have in your zbrush tool palette the slower zbrush runs
You can separate / group you character according to UV shells (polygroup -> UVgroup split)
Don't just add detail around your entire character uniformly, add detail intelligently and in the right places
Typically spends a week on a character
Monday, July 6, 2009
Dr. Sketchy's
Went to Dr. Sketchy's for the first time in LA last night. It was really invigorating and good to get out of my comfort zone and drawing again.
http://www.drsketchy.com/
Labels:
Dr_sketchy,
drawings,
figure_study,
local,
Los_Angeles
Saturday, June 27, 2009
Thursday, June 25, 2009
Lucky ?
Friday, June 19, 2009
Sunday, May 31, 2009
More heads
This was made in mudbox 2009 with the starting head in an hour or two with no reference.
Really enjoying sculpting heads in 3d. It is the face people are drawn to and really heads are fast and fun to draw or sculpt. I just never imagined I would be able to sculpt heads in a reasonable amount of time. Trying to get a realistic head modeled in zbrush and mudbox out of spheres is fun and challenging.
Portraits have always been fun for me.
Really enjoying sculpting heads in 3d. It is the face people are drawn to and really heads are fast and fun to draw or sculpt. I just never imagined I would be able to sculpt heads in a reasonable amount of time. Trying to get a realistic head modeled in zbrush and mudbox out of spheres is fun and challenging.
Portraits have always been fun for me.
Friday, April 10, 2009
Fruit Plate
I'm not dead. I am just rendering fruit.
This is an example of one of Jeremy Birn's challenges. Jeremy was one of my old teachers at AAU.
Here is the site where one can download and participate in these challenges.
Today, Westwood had a game art competition between the two campuses where I teach. It was invigorating to see students under the wire produce work against their peers. I would love to have more campus competitions like this one, but talk about an exhausting event to get through!! The coordinators of the event seemed just as drained as the students afterwards.
Also wanted to plug a sketch-blog that some old friends of mine started. It is a great way to force myself to paint more and stay in contact with old friends.
Sunday, March 15, 2009
Term's over. Time for an update.
Been pretty busy with the end of the term but I wanted to find the time to update this blog. Looks like I will be working at two campuses for this upcoming term, so things will get even busier. This term, I had a lot of students turn in some pretty good work. There is a LONG way to go with most of it, but it's nice to see the level of progress being made.
A few weeks back Westwood hosted a Game Legends event in Anaheim. Here is a website with a short clip.
I was late getting there but it started late so apparently I didn't miss much. Below I am pasting the notes I scribbled in my sketchbook:
Westwood Game Art Legends
Q and A / Talking Points
- Help insure the games success by creating buzz about game’s development. This buzz will aid in marketing and create hype for release.
- Games are expensive to make / have high risk factor and the failure rate is high.
- There is no secondary market for games and their shelf life can be very short.
- Experiment with gameplay on multiplatform environments. I-phone SDK is popular. Flash games and web based games are more casual and versatile.
- Focus on ENTERTAINMENT. Fun is always most marketable trait.
- There must be good synergy between creative side and promotional / advertising side of studio.
- Engaging gameplay is NECESSARY but story CAN be secondary. One reason story takes a backseat to gameplay is because gamers don’t usually write very well (LOL)
- Create interesting gameplay by joining SMALL teams of creators making online games (Kongregate.com – in search of “the awesome”)
- Be prepared with design document for game but think about novel approaches. One designer was hired because he brought in board games / dice and PAPER models over the typical boring design doc.
- POKER is the perfect game. It is portable, multiplayer and has “emergent gameplay”. Emergent gameplay is the creative use of a game in ways unexpected by the game designer's original intent. It commonly appears as complex behaviors that emerge from the interaction of simple game mechanisms.
- Website is new calling card for work. Far more important than interview and should be first glimpse of demo reel work. Website should draw audience to artist’s work.
- To make addictive gameplay one must invent a NEED within the game. Simple and elegant gameplay can be most addictive.
- Attend conferences like GDC and DICE
- Perfect employee should be able to learn on the job as well as teach.
- Flash also makes a perfect platform for quickly prototyping games. Multiple iterations of game for testing is key to development.
- Because of rampant game piracy, the model for gaming in Japan is a “pay as you go / pay to play” model. By contrast, games in Europe and the US have a longer shelf life. More games are trying the pay as you play model in order to allow players to BUY power ups or equipment online which would not otherwise be found in the game.
- UNITY technology / games for import / multiplatform.
A few weeks back Westwood hosted a Game Legends event in Anaheim. Here is a website with a short clip.
I was late getting there but it started late so apparently I didn't miss much. Below I am pasting the notes I scribbled in my sketchbook:
Westwood Game Art Legends
Q and A / Talking Points
- Help insure the games success by creating buzz about game’s development. This buzz will aid in marketing and create hype for release.
- Games are expensive to make / have high risk factor and the failure rate is high.
- There is no secondary market for games and their shelf life can be very short.
- Experiment with gameplay on multiplatform environments. I-phone SDK is popular. Flash games and web based games are more casual and versatile.
- Focus on ENTERTAINMENT. Fun is always most marketable trait.
- There must be good synergy between creative side and promotional / advertising side of studio.
- Engaging gameplay is NECESSARY but story CAN be secondary. One reason story takes a backseat to gameplay is because gamers don’t usually write very well (LOL)
- Create interesting gameplay by joining SMALL teams of creators making online games (Kongregate.com – in search of “the awesome”)
- Be prepared with design document for game but think about novel approaches. One designer was hired because he brought in board games / dice and PAPER models over the typical boring design doc.
- POKER is the perfect game. It is portable, multiplayer and has “emergent gameplay”. Emergent gameplay is the creative use of a game in ways unexpected by the game designer's original intent. It commonly appears as complex behaviors that emerge from the interaction of simple game mechanisms.
- Website is new calling card for work. Far more important than interview and should be first glimpse of demo reel work. Website should draw audience to artist’s work.
- To make addictive gameplay one must invent a NEED within the game. Simple and elegant gameplay can be most addictive.
- Attend conferences like GDC and DICE
- Perfect employee should be able to learn on the job as well as teach.
- Flash also makes a perfect platform for quickly prototyping games. Multiple iterations of game for testing is key to development.
- Because of rampant game piracy, the model for gaming in Japan is a “pay as you go / pay to play” model. By contrast, games in Europe and the US have a longer shelf life. More games are trying the pay as you play model in order to allow players to BUY power ups or equipment online which would not otherwise be found in the game.
- UNITY technology / games for import / multiplatform.
Tuesday, January 13, 2009
Chester the cheetos eating . . . goldfish.
Today was only the second day I have ever taught Photoshop and I really love it. I have been teaching mid-high end 3d classes so long I forgot how much fun it was to just play around in photoshop. Tonight I had the class create a hybrid animal / frankenpet inspired by a Worth1000.com challenge. Here is "Chester", whom I created as a class demo from two random flickr pics. My apologies to the original photographers.
Monday, January 12, 2009
Steampunk challenge extended one week.
Thursday, January 8, 2009
steampunk progress
It doesn't look like I am going to get this steampunk challenge done in time for the deadline of Jan 12th.
Here is the progress I have so far but really it is just a start. It is my hope I will at least finish it for my demo reel. (Sigh) . . . A new term is starting up and really I just wish I could hit the pause button on my life. Personal issues are making it hard to concentrate on school or anything else for that matter.
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