Something funky happened with the blog so I had to split it up into 2 parts.
SO! Next is the current state of my Hi Res Multi version soldier.
I should really explain this before I go on anymore.
The purpose behind this is, by using ZBrush's awesome SUBTOOL function, I can create new sections of the mesh, completely separate the main mesh, within seconds. By doing that, I can create multiple versions of sections of clothing and tactical gear. A good example is the pants, I have 1 set of pants with both knees padded, 1 with the left padded only and 1 with the right padded only, so right there I have a possible 3 variations of a soldier. By doing more and more I can (with in reason and time scale) have as many soldier variations as I want as long as they all adhere to the same scaling and general gear set, no crazy sets of gear, although that can be made in MAYA and then imported in easy.
So here is the break down of what I have thus far. (Should be know that this is my first full scale, Hi Res model, and its a big one... yet another baptism by fire, paying off though!)
And right there we have 5 variations on the same model, true the variations aren't mind blowing but within the realm of game characters that's enough to provide freshness. These obviously aren't finished, more gear and a couple of different helmets and then we are done as well as all the hard surface modeling on these that I have to get my head around. Within a team this could very well be my job, I could get the brief and my task could be to create ... say... 10 variations on the same theme, by using Zbrush and its awesome subtool master I can get variations, and apply them into low res characters with all the normal/bump/specualar and textural data perfect.
And well... for now that's it, I do intend to update much much more.
PEACE!
Tuesday, 29 March 2011
Too Long PART 1
It has been way to long and with way too many progressions in my work to have left the blog unblogged... my bad.. i guess.
So... Part 1... Current state of the render.. well thats now turned into a web based Demo! You heard it right, a demo that you can download from here. OVERLAND BETA DEMO. You will need to download the unity plug-in to play it, which can be found easy by googling it... you lazy buggers!
So here are some snap shots of BETA testing ground (It should be known that the current state of the demo is in a test bed arena, Final build will be in its own scene.) The testing ground is where I bring in new assests, test them, skin them. Script functions and then test said scripts. Lighting and general running of things.
So... Part 1... Current state of the render.. well thats now turned into a web based Demo! You heard it right, a demo that you can download from here. OVERLAND BETA DEMO. You will need to download the unity plug-in to play it, which can be found easy by googling it... you lazy buggers!
So here are some snap shots of BETA testing ground (It should be known that the current state of the demo is in a test bed arena, Final build will be in its own scene.) The testing ground is where I bring in new assests, test them, skin them. Script functions and then test said scripts. Lighting and general running of things.
| A message for players (Might remove it, Cuts the mood of the area.) |
| The scene with lighting off. |
| I had to take a lot of props out because of scaling issues, shit just didn't look right yo! |
| I love my menu board, don't know why. |
Wednesday, 26 January 2011
A long left HELLOO!!!
So its been a while since my last up date... and I have no excuse besides pure bone idleness!
Sorry.... Really.
ANYWAY.
Down to work
After Shep had gotten to a certain level of completion I began work on the scene where I'd place him for his Static Renders.
Thus This Through its self out there. (Large Renders)
After a lot of fart arsing around with more then enough Umming and Ahh'ing I though this whole idea sucked. 50% of the texturing at this point is place holder texturing so that wasn't a big drain, the real problem came, for me, out of its lay out. its a 2 walled scene... relatively small. won't really show off what I can really do with regards to effects, Lighting, composition, and all that badgiger. So instead of scrapping that entire scene, I took the windows away, took the lights away and expanded on the scene so that it covers a larger area and had 4 walls, enclosed but it means I can theme the area more and really stretch my legs.
Stupidly of me (this is becoming quite apparent and common) I didnt take many production shots of my modeling it. But i do have SOME snap shots of its current state.
Lighting Test of centre feature pillar with a placeholder geometry to test point lighting.
Making A glass shader was a trial but I finally got it sorted, Anistropic Shader > 2x VRamps (one slight gradient one pure white) > Info Sampler Node > Feck with the setting to get it looking as good as it can.
More coming... assessment time.
Sorry.... Really.
ANYWAY.
Down to work
After Shep had gotten to a certain level of completion I began work on the scene where I'd place him for his Static Renders.
Thus This Through its self out there. (Large Renders)
After a lot of fart arsing around with more then enough Umming and Ahh'ing I though this whole idea sucked. 50% of the texturing at this point is place holder texturing so that wasn't a big drain, the real problem came, for me, out of its lay out. its a 2 walled scene... relatively small. won't really show off what I can really do with regards to effects, Lighting, composition, and all that badgiger. So instead of scrapping that entire scene, I took the windows away, took the lights away and expanded on the scene so that it covers a larger area and had 4 walls, enclosed but it means I can theme the area more and really stretch my legs.
Stupidly of me (this is becoming quite apparent and common) I didnt take many production shots of my modeling it. But i do have SOME snap shots of its current state.
Lighting Test of centre feature pillar with a placeholder geometry to test point lighting.
Making A glass shader was a trial but I finally got it sorted, Anistropic Shader > 2x VRamps (one slight gradient one pure white) > Info Sampler Node > Feck with the setting to get it looking as good as it can.
More coming... assessment time.
Tuesday, 14 December 2010
Thursday, 25 November 2010
Thursday, 18 November 2010
Thursday, 11 November 2010
shep Model and Sketch book scans
So here is SHEP the main character thus far in his model
Redoing the leg and the hand so they ain't there.
Redoing the leg and the hand so they ain't there.
The head took several attempts at modelling. Box Modelling, Sphere Modelling . But I found that Patch Modelling was the best way of getting the right edge flows for the face... much less stress.. but it took me longer then I think it normally would, although, with time I will get better (tis nature yes?)
SKETCH BOOK SCANS
And Annotations.
Bad anatomy of the sniper and an infantry idea
Working on Tabitha and the U.E.N. Tactical Gear
Throwing down some general ideas.
Throwing down some ideas for the Kerne
A scrapped Idea for the Wailers
Kerne Weapons (some).
(Left to right) Gauss Rifle, Tazer, Slug Gun, Heavy Rail Rifle (Steady Cam Harness Mounted)
Thinking about the snipers gear, though someone pointed out that... it doesn't look cool enough,
Like it wouldn't be what a sniper would wear. Maybe a soldier but not a sniper. So I'm keeping
the body for the infantry Kerne, but rejigging the sniper.
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