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.