Tuesday, 16 December 2014

Entry 42 Freaking skinning and rigging

This week I started skinning and rigging my character for posing, so far I have been frustrated by my own ability for modelling as well as adding a skeleton.

Currently I have re-arranged the model for the legs to bend, now I am looking to attach the arms and the body to skeleton whilst using different weights.



In terms of weapons, I have completely modelled the fob watch, the gun and the sword, now I am adding the diffuse texture also considering the specular and bump/normal.

Due to Mudbox file failing to open I restarted using the model from 3ds max. I feel that this model has a more human form design with the same ideals as the original.

I have tried to utilise the basic knowledge that I have with adding scratches and unique markings on various part of the helmet using different textures as well as rust.

Tuesday, 9 December 2014

Entry 40/41 mudbox madness

Firstly, I want to apologise for last week about updating my progress, therefore I will give you a double up date.

On the character project, I have completely unwrapped my character and added the colour scheme that applies to the Victorian era
.I have also used an inclusion map to add shadow on the model, as well as add the additional textures on the normal or bump maps to make sure that its realistic as possible.

I also put all the piece individually through mudbox to add more detail:

  • Face: I looked at my resources of my own face to add the lines and shape my face to resemble reality whilst adding a black eye to the character for showing the damage of the time travel.
  • Clothing:I have added creases in the areas especially the trousers to add shape, the jacket I have enhance the folds around the arms and added buttons.
Overall, I feel that I need to add more knowledge to my mudbox skills in terms of the various marks and control for my models to more adapted to a triple a game. I will add  screenshots of the mud box models at a later date.
In my high-poly modelling, I have sculpted into the head adding three points on the head, also experimenting with colour schemes and importing textures to add to the head.

I feel that I need to look at existing models to get a realistic idea about how I want the model to look about so far the colours are to high and the model is far to abstract to be realistic.


Thank you for reading, feel free to leave my a comment on how I could improve or ask any questions at my twitter account: https://twitter.com/Jamiemccarty19
                               JMC

Monday, 24 November 2014

Entry 39- He ain't no beauty

This week I have completed 2/3 part of unwrapping the body for adding all maps to my model on photoshop, currently considering taking it onto mudbox to add more creases on to the jacket or the trousers.

I am very cautious of the oncoming deadline therefore I am dedicating my time to increase my work flow.







This the final high poly model that is currently on mudbox, this has caused some problems within the programme in terms of the helmet and the mask being flat and unattached.


On mudbox I have used the skills that I have learnt from the horror mask, therefore the First process I did was to add more density to the model,  then I pushed down the digital clay to produce three lifted parts to give a unique appearance to the helmet as well as adding holes.


If you have any queston about the  practices that I have demonstrated here ask me at:

Monday, 17 November 2014

Entry 38: Handy Modelling

This week I learnt to model my hand starting with three planes for opening and closing the hand to fit the pose, the thumb is modelled downward to make the movement more smoother with more polygons to aid this process.

Through out this process, I feel that I need to make this model more circular to make it more realistic to a human hand.


This my final model before adding all my textures, Firstly I will attach my arms to the jacket and the waist coat to the shirt and tie for making the texturing process easier.

This is my first full model yet I can see possible ways I can improve my skills to fit a professional style that is incorporated into existing games.

I am currently working on my high poly model to make add more bumps before I will transfer it to mud box to add extra detail to  the head and shoulders to show the various textures that I have assigned by my blueprints.

Monday, 10 November 2014

Entry 37: So much to do so little time

This week, I have updated my head with editing the skin layers to make the transitional colours more realistic and more professional in its appearance.

The next step is to start modelling the body to establish certain vital points to the model for appearance and movement.

I first started to model the crotch area with simple polygons as well as consider shaping the object in all the views (Front, Back, and Side views).
 Secondly, modelling the shoulders my main aim was to follow the creases in the jacket, as well as making it more flexible to animate the arm and make it symmetrical.
Finally, the main body was a formidable challenge in terms of the shape body and the number of polygons that are in the body, I need to shape the back to make give a circular feel to the model.

I have started modelling the face of my character, it so far has been a challenge to remember the process of outlining the face yet I have encountered a couple of errors that I am yet to complete.

I only have a short space of time therefore I will dedicate my time to fit to the limit.

Monday, 3 November 2014

Entry 36: Photoshop weekend

This week, I made my targets to complete more concept art for my character modelling project with 'Red Eagle' my Victorian character.

 I have used my productively to produce professional styled images therefore I set out my design from my sketch book and used this to produce a basic shape to follow onto adding colour, light, shade and finally texture to certain material to add a feeling of photo realism.


Overall, I feel that my skills on  photoshop have improved but obviously there are some ways I could improve my                          skills, my next task is to focus on adding                                            more designs appearance to show to the full process.  





This is the next head for High poly modelling, the design is of a human robot cross breed with 4 different textures in order to test my myself.


  • The first texture is skin to give a human effect
  • second is a cracked  because of a broken plastic design
  • Third is metal on the helmet as well as rust to give age to the design
  • forth and final texture is a cloth material .

I feel that I will enjoy this project with testing my strength and my  own abilities.                                                                    

Sunday, 26 October 2014

Entry 35 Unmasked

 This week, I have created a simple character profile sheet about my character nicknaming him Red Eagle, from this sheet I am currently working a better model to place into an environment that applies to the Victorian era.
In order to create the body I have create a front side and back view to  have as reference in the same process as the head.

I have photoshoped certain parts of clothing from my research as to experiment on what works, this is the outfit that I have used I feel that it fits the era.

This is the final renders of the mask that I have made in mud box, I feel that it has been fairly successful with learning this programme  and the applications to sculpt various mark into the marks to the digital clay.







 For any questions ask me on twitter at :https://twitter.com/Jamiemccarty19


Monday, 20 October 2014

Entry 34: Face it


From last weeks re-modelling, On Mudbox, I have added colour closest to the original along with effects to add more depth to the head.

I feel that I need to add more textures to the mask part , I have 2 ideas either cotton or leather are the ideas. Overall it appearance has improved in terms of the appearance of the digital clay.

On 3ds Max, I have mirrored the right side with some alterations, I have target welded all the points to a have a complete model. I used a UV unwrap  to open up all the polygons to add texture, on Photoshop using the my reference of images of my own face, I constructed my face on the design whilst using all sides to create a realistic face .                              



Throughout this process I  was flipping back and forth to get the perspective on 3ds max, also to ensure of any alterations that I needed to do this gave me this final image.



If you have any questions about any process in this entry , you can ask at: https://twitter.com/Jamiemccarty19

Thank you for reading

Monday, 13 October 2014

Entry 33: Re-Modelled

This week, I have remodelled my high poly model by waxing and sculpting to the mask to add a more gritty detail to show the marks in the material.

I feel that this is more organic looking than the original design, but therefore I need to dedicate more time to perfecting my own skills on mudbox to pursue a perfect head.



I have added some changes in order to attain my hair line via moving and deleting some polygons (polys) in to place as well as adding adjustments to eye to move the polys into position.

Overall this week was all about moving tehing around, which I feel i have learnt a lot in terms of what's right and wrong in modelling.

I do feel that due to time constraints and my own  work rate I have accelerated in modelling and lacked in concepts, therefore I will dedicate some time to creating more concept art.

If you wish to ask any question about my work please follow my twitter at:
https://twitter.com/Jamiemccarty19

Monday, 6 October 2014

Entry 32: 2 heads are better than 1

 This week, I have completed some concept sheets about the weapons. I have tried to adapt past weapons in a futuristic way.

In both design, I have incorporate a taser design within to show the humane nature of my characters ideals.

Currently on 3ds max, I have constructed the main shape of the head and made sure that I have correctly added the right  topology,  as well as to fan out the polygons to create the shape , also lifting of the polygons to adding height to make adding hair more easier.

Next I will model the ears using the front and right views as reference.






Last week, for high poly modelling, I chose a mask that I found fascinating with its design, shape and textures.

I have used reference images of the original mask, I have tried to add more depth with the digital clay as well as making it more  realistic to actual model.












Friday, 26 September 2014

Entry 31: New programmes

This week, I have identified certain aspects of my characters appearance that I find appeal to the Victorian era.

I find that these concepts are close to a final idea, the colour scheme on the third character to me, has a greater appeal due to the colour scheme that has a unique appeal with a certain style.

I feel that I have had an opportunity to create a character within a set ideal.

 My research to find items such as a weapons such as the incapacitation v1; a weapon with a more paralysis affect to its opponent. 

I have started the process of creating the face using my own face, as a way to learn this process.

In which, I used a technique called 'edge copy', I have found this process challenging in terms shorter deadlines and more professional practices.


Finally, other items such as a time travelling fob watch and a futuristic taser disguised as walking stick.

                                       

Monday, 22 September 2014

Entry 30: Year 2

Last week,  I have learnt the new process and programmes to learnt e.g. mudbox as well as learning new skills with the programmes that I know how to use.

Character Modelling

From the brief, The character is a time-travelling bounty hunter with a selection of eras. I have chosen Victorian England, therefore I researched the era in terms of technologies, cultures and fashions.

I have found that from my research most Victorians wore waistcoats as well as considering the stature in society e.g. gentry, middle- class or poor, I feel that I have a basic idea on his appearance from my research.

The brief also states the use of a futuristic weapon as well as one                                                             from the era, I found that I think that I intend to use a weapon to                                                             stun the opponent rather than kill, I feel that I can use my research                                                         to produce a defensive weapon to incapacitate.

                                                    Other projects
                                                    Two other projects are live at the same time, firstly High Poly                                                                 Modelling. This offers me the chance t learn and adapt my skills on                                                       photoshop as well as learning Mudbox.

                                                    Overall, I feel that these will offer me the chance to adapt and learn                                                       new skills.

Friday, 29 August 2014

Entry 29: adding character

Throughout the summer break, I have tried to improve my drawing skills including creating more realistic, unique and dynamic styled characters, maybe that be adding marks to bumps in cloth including shading.

Firstly, I feel that it has a surreal, but a unique appearance that can be expanded to make the character more realistic, in terms of the body shape and the size using the professional way that I was taught.

Secondly, As reference I used assassin's creed as a way of adding a clothing to the body e.g. I am relatively inexperience to this process.

                                   I created the pirate design to to try and emulate these                                               opinions to have more free flowing materials for the                                               characters to wear.

                                     Therefore, in the coming days I will try to refine my skills                                        digitally, as well as traditional. Whilst considering the                                             coming year of the BA hons.
 

Thursday, 21 August 2014

Entry 28: New Concepts

I tried to find a new style, whilst adding the new found depth within the characters appearance, but from these creations I feel that I could improve by making a full design.

Firstly, This has a space suit idea with a unique appeal to make the character less a-symmetrical, and more memorable.

The colours that I would suit to the target audience e.g. the visor would have a red luminous glow with others colours that would create a futuristic design that is associated with the genre.

Second design has a traditional alien appearance, which was the original  idea that I based it all on.
I have also incorporated a robotic element with some of face raised and some lowered e.g. the top of the head has a wired look to make this more apparent.

Overall, I know that I can do better in terms of perception, especially the alien character with the lenses, e.g. that would necessarily be 2 dimensional, but I feel that I will use this as a way of progressing my own abilities.

Tuesday, 19 August 2014

Entry 27 Perception, Perception, Perception

  In my sketch books over the last couple of weeks, I have tried to add depth to the my work.

Firstly, I had an idea to create a robotic batman design, due to the short ears I created a cat hero design with the use of armour, the chest area has a light on the torso section.

Without colour I feel that the character lacks depth, in the light and shade as well as posture.

Therefore, I tried to add a different stance, whilst taking batman as a inspiration with his gadgets, as you see I have used the grapple on the suit.

   Finally, I tried a close-up of the character,  I feel that I need to do more depth depth designs like these to make more dynamic images that are more professional.



Monday, 28 July 2014

Entry 26 Gods & Stars


  I have concepted about various subjects e.g. gods but I have tried to discover other eras for instance I found  two in Norse mythology.

The first is  Iưunn: the goddess of youth, I have tried to make her unique to the original, whilst I used the well known associations such as youth and apples. Her design I used is a simple because I wanted to keep her appearance iconic to the time.

Another Hlin: the goddess of protection. I have used an original hunter style of                                         character, but I feel that I could have added a different weapon idea, but overall I have given her a ideal style that is similar to the ideals of the era.

Secondly, I decided to create characters about star sign e.g. this design emulates Gemini, which is visualised as twins.

My design has the use of a double headed creature with a contradicting theme,with the use of the logo that is associated with the star sign.


Finally this is Leo visualised as a lion, which I have to create a protector appearance to the character, with armour whilst having human style.

I have plans to create more Gods and Star signs to improve my skills and add more digital and colour on Photoshop to adapt my skills that I have attained from this course.

I have watched Rise of the planet of the apes, in which I will use this as inspiration to create characters that has an appeal to be unique and to use a more human style.

Wednesday, 11 June 2014

Entry 25: over time

I first want to apologies for the lack of entries over the last few weeks. I feel that now I will be able to use my own ideas from the time, I have used to create my own level or create new character ideas and develop my own skills.

I have drawn a few pieces in pen, which I have tried to improve my ability in drawing, e.g.using new materials and establish different ways to show bumps or light/shade, including the use of different materials as you metal and cloth.

Therefore I plan to utilise my time to produce more work like or full models, also considering different poses.

During break, I will use programs like 3ds max, Photoshop and UDK, as well as use programmes like z brush to adopt new skills to prepare for next year.



This level I will create has 2 floors, the player will begin on the top then proceed to bottom, in this I will use other media e.g. tutorials to add new skills that  I could use at a later date.



Question of the week:

From E3 or the electronic Entertainment Expo, what games this year are you looking forward to?

my answer would be that I have found to follow the more AAA games like Fifa or Call Of Duty that appeals to me.