Over the last couple of days, I haven't been working on my centaur/human mesh. The reason being that I was contacted by an Australian man about doing some modelling work. The company he works for are linked to major animation companies in the US, and they were starting up an animation for children.
I was asked to complete a 24 hour test to model a character based on Bufo from the film Epic. This is what I did!
The guy will finish the clothes off, however. I'm still learning how to sculpt clothes, ya see. But I really like how the body of the frog turned out!
This was my first bit of freelance work, and I'm proud to say there is more to come.
Friday, 22 November 2013
Monday, 11 November 2013
The Centaur Begins
Judging by the title, my next project is indeed a centaur. In my previous post I mentioned that I would be doing a dagger, but I came to the conclusion I much prefer sculpting creatures/humans and wish to perfect my skills in that area first before moving onto things such as game assets.
So, to begin the centaur I started creating a basic human body structure using Zspheres. It's a great way to block out the form and structure of a human/creature. I am using a book on creating realistic game characters to help me create the human part of the centaur.
So, from the picture above, the general anatomically form was created with the spheres, laying out the most obvious joints such as the knees and elbows. Although, at the time of the picture, it was looking rather manly; therefore the waste was thinned along with the arms, but the hips scaled up to give off the female form.
I didn't want to spend too long manipulating the spheres, as this isn't the final stage. Like the accompanying DVD stated, the spheres are like apprentices. They are there to start you off and get the basics done, before moving onto the proper sculpting of the refined form and details.
Moving the shoulders into their proper place, lowering the arm pits and "inflating" the bottom were done when the adaptive skin was made.
The head was shaped more at a higher subdivision level. There is still a long way to go yet, but the basic form of the human part of the centaur is coming along rather nicely. I know, obviously, the legs won't be needed for the centaur, but I thought while making the human section, I would create a base mesh that I can use for later projects which will save a lot of time.
So, to begin the centaur I started creating a basic human body structure using Zspheres. It's a great way to block out the form and structure of a human/creature. I am using a book on creating realistic game characters to help me create the human part of the centaur.
So, from the picture above, the general anatomically form was created with the spheres, laying out the most obvious joints such as the knees and elbows. Although, at the time of the picture, it was looking rather manly; therefore the waste was thinned along with the arms, but the hips scaled up to give off the female form.
I didn't want to spend too long manipulating the spheres, as this isn't the final stage. Like the accompanying DVD stated, the spheres are like apprentices. They are there to start you off and get the basics done, before moving onto the proper sculpting of the refined form and details.
Moving the shoulders into their proper place, lowering the arm pits and "inflating" the bottom were done when the adaptive skin was made.
The head was shaped more at a higher subdivision level. There is still a long way to go yet, but the basic form of the human part of the centaur is coming along rather nicely. I know, obviously, the legs won't be needed for the centaur, but I thought while making the human section, I would create a base mesh that I can use for later projects which will save a lot of time.
Thursday, 7 November 2013
It's Completed
My demon is finished! I did some post processing in PhotoShop to add a simple background and added some darker colours into the body. I am thrilled with the way it has turned out.
Also, there are two versions. Which one is better?
If you can't spot the difference, one has pale green eyes and the other has completely black eyes.
Check out my work on my Behance page! My next project is creating a game asset.
Also, there are two versions. Which one is better?
If you can't spot the difference, one has pale green eyes and the other has completely black eyes.
Check out my work on my Behance page! My next project is creating a game asset.
Monday, 4 November 2013
Detailing and Polypainting
A huge amount of progress has been made since the last post. The detailing is pretty much done and the painting of the demon is coming to end as well. I am so pleased with the result so far!
I added the eyes as well; before that it didn't look alive. But now that there are pupils and irises, it's looking more life-like and realistic (for a fictional character!). I used a mixture of alphas to detail the skin, such as the wrinkles and scratches. And using darker colours for the indented sections of the body, it really brings out the form and silhouette. I'm glad I chose green for the eye colour as it's a nice contrast to the skin colour.
I think the spikes running down the spine add a nice touch the character, enforcing his demonic nature. At the moment, the model currently has around 4 million polygons. I will eventually retopologise it for my portfolio, as well as keeping the high poly one.
Finally moving onto the render process now and final detailing.
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