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onsdag den 27. februar 2013

From concept to game model, part 2

This is the 2nd part of building my character "Doctor Death". Last post I made my concept, now I'm starting modelling. I'm working in Sculptris, which is a very good, free sculpting program. You can find it here:

http://www.pixologic.com/sculptris/

Steps are as follows:

1: First part is building the basic head. Here I've just used the different tools to model the basic shape of the head and neck. Nose and neck is made by masking out the basic shape, inverting mask, and simply pulling the shape out.

2: Building the rest of the body is also done by a mask; simply mark where you want to pull from with mask:

3: Invert the mask, so you only work on the stuff you masked: 

4: Now just start pulling out shape. Be rough, but also be general, don't try to make something perfect, only the big form. 

5: Now I've mad the basic form of his body with proportions, then i repeat the process to make the arms and legs; simply mask out, invert, and pull out what you need. 

6: Now I have my whole basic figure blocked out, and in t-pose. The legs here are maybe a little to close to each other, and the arms and hands could have been bended a little more. 

7: And now I've made a lot more detail on him. From here I will take him to zBrush instead, to make his clothes and more details. In zBrush I can make very nice surface for instance, or patterns and so on. It's much better at this than Sculptris. 


Next part will be about working in zBrush, but it won't be too detailed, I can't explain the program in so little time :-S It's a very complicated program.



Topology!

Here's a few links for references on good topology!
Limbs:(hands legs etc.)
http://wiki.polycount.com/LimbTopology

Body:
http://wiki.polycount.com/BodyTopology

Face:
http://wiki.polycount.com/FaceTopology

Shoulder:
http://wiki.polycount.com/ShoulderTopology



General(principles etc.)
http://wiki.polycount.com/CategoryTopology

fredag den 22. februar 2013

From concept to game model, part 1

I'm building a character in 3D at the moment; this is the concept for him. The steps are: (drawn) concept, a rough high-poly in Sculptris, finished high-poly in Zbrush, low-res model in 3DCoat, and doing textures in dDo!

This is the first step, the concept done in photoshop.


The steps are as follows:

1. Rough silhuelt

2. Colors on top, on another layer. Use clipping mask, "down" on the silhuet layer. 

3. Tones, by using adjustment layer Curves, and again clipping mask that "down" on the silhuet and color layer. Again just rough shadows. Now you have your general palette of color and tone, and can simply color-pick from that.

4. Paint! Just make a new layer, and paint on! 


The key to this method, is to keep clipping mask "down" to the silhuet layer as long as you can. Then you can always change the form of the character in 1 layer, and still keep lots of different adjustment layers. At some point, i tend to merge everything into a new layer, work in top of that again. 



Dynamesh Tooltip: Episode 4 ~ Insert Brush and Radial Commands

Dynamesh Tooltip: Episode 3 ~ Create Shell

Nice video on how to create shells.

Add Thickness To Single Sided Geometry In ZBrush

mandag den 18. februar 2013

Hi All!

We need a forum to share our work in progress on the courses.

Upload whatever creations, progress, work in progress, timelapse, videos or other related stuff from your project here.

Share links and tuts you find usefull.

Tag your name on your uploads, program and course on your uploads. Use the same names so we can avoid tag confusion.

Carsten