Wednesday, 20 January 2016
Friday, 1 January 2016
Fixed turntable video
I still don't know how I broke the helmet so that the visor is not see-through. But I fixed a couple of other bugs. I really should be concentrating on the environment module and putting all the buildings into Unreal, but I can't stop working on my character.
I'm thinking, I might actually become a 3D modeler one day. :o
Tuesday, 29 December 2015
Turntable
Texture 1024x1024
I wanted to see how far I could take metal in Illustrator.
This is all vectors. Pattern editor + effects.
I'm especially proud of the back of the corset.
Monday, 28 December 2015
Lo-Poly
My model is very low poly with a subdivision surface modifier. With one layer of subdivisions and smoothed faces she looks nice and curvy. There are 445 quads (890 tris).
Tuesday, 22 December 2015
What did I learn?
- Lots about 3DS Max.
- Even more about Blender.
- I mean I had done virtually no 3D in the past, except for some short workshops.
- Now I can independently build a whole character or building in Blender and produce adequately lit and textured renders of it for further uses.
- Also learned to take regular backups of my work.
- The first lectures and basic info about character types and such were educational.
- I've tried to get better at expressing my work in this blog.
- I actually think my 2D painting skills leveled up during the making of this. :3
Things I want to learn SOON:
- Textures, I need to work out how to make them look nice.
- Textures, how to emulate metal (also in concept art).
- Modelling, figure out how lo-poly joints should be configured to make animating and posing look natural.
- Animation in Blender.
- Lighting
- Normal, Bumb, Displacement, Specular maps.
- Character design. I'm gonna get a pile of heavy books on the subject from the school library and take a dive in the deep end of the pool. <3
Monday, 21 December 2015
Development of the silhouette
I thought it was interesting how my silhouette formed and defined itself with time. I had the idea of a curvy woman from the start, but at first all my sketches seemed to turn into "normal" beauty ideal heroine body types (see the dark shape, one of the lost designs, on the left). Then when I started over with the caricature type cat thing, I managed to fatten it up, and from there the waistline was found and the butt formed. I like the curvature she has now! :3
After re-concept design on Photoshop, here's the 3D evolution of a big butt. I just had to go back and fix that lo-poly topology. :)
Sunday, 20 December 2015
Rigging
But I managed to make a skeleton in Blender as well. And I still love Blender.