Showing posts with label projects. Show all posts
Showing posts with label projects. Show all posts

Wednesday, 2 April 2014

Hmm, This Isn't A Car!

So yes, I kind of changed my mind about my next project. I know having car modelling skills would be beneficial, but I don't want my portfolio to be a one hit wonder, if you know what I mean? Rather than having multiple pieces of various things but only one of each, I'd like to have more of one. So I decided to start another environment modelling project. This time, I was working from pictures; it's of my old house in Kenya!


As you can see from the picture, the house is not small! I intend on modelling the house to be near enough exact, both inside and out. However, I cannot find the pictures of the other side of the house nor the ones from the inside, so a lot of the modelling will be done from memory.

This is what I have got so far.


The inside walls have been done as well for all three floors; the basement, ground and first floors.



I have yet to include the doors (exterior and interior) and stairs. I plan on modelling my own stairs as the in-built tool for stairs does not give me the desired effect. All of the walls have the same thickness; 10 cm. I used a simple method to create them - extrusion. The windows have been the most annoying part of the project so far as I could not simply leave an open space like I did with my previous house project. As seen in the reference picture, the windows have a curve at the top. I modelled a separate object in that shape and used the boolean tool to subtract the window shape from the main house walls. This created an annoying result in the fact that I had many holes to close up.


For each window, there was a gap between the walls. These gaps had to be bridged up which took a fair amount of time. This led to me thinking that I hadn't progressed much as nothing visually changed for a day or two! The next step is to finish adding the windows - I still have the basement ones to do - and then add the doors and finish up the roof.

Ah, the roof. That was created using a plugin that generates roof tiles with adjustable parameters. The flat, slightly angles portions of the roof were easy to do, but the section with the inverted "V" above the centre of the house is posing difficult. I intend on modelling the whole compound and house I lived in, from the trees to the drive and the garden to the furniture. It will take a while, but it also allows me to hone my environment modelling skills as this project has everything. I will be modelling grass and trees and other various shrubbery and a lot of different furniture items and aesthetics. I thoroughly look forward to it!

Friday, 7 March 2014

Where Have I Been?

It's been over a month since I lasted posted an entry and the reason for that is I have been working incredibly hard on getting projects done. I really want a job in the modelling industry, be it in games or VFX. So I have worked on and completed two environment scenes in the last month.

Mountain House
This one is my favourite of the two. I love the lighting (I know, it sounds big-headed, but I am just really pleased with the way the lighting has turned out) and the trees. The trees aren't even modelled; they are images on a plane with an alpha map over the top to make the background of the image transparent. It is an incredibly efficient way of displaying trees in the background rather than modelling them. Of course, for up close trees, I would model them to capture the details.


A various array of techniques were used to model this scene, from box modelling for the main building to proxies for the grass. I used a free Max Script for the boulders; it's called Rock Generator and you can manipulate the different values within the window to change the shape and detail of the rocks/boulders.

I did do post processing in Photoshop; this included some colour correction to generally darken the image and I added the mountain range in the background. I also added some small lens flares to the lights in the scene to add some more realism.

This project was incredibly fun to do and I can't wait to do more like it!

For other images please visit the project page on my Behance.


Futuristic Corridor
This is another environment scene, where I was going for a futuristic feel. Again, box modelling was used to model most of the objects in the scene; some used smoothing and others didn't. There is a rather nifty tool within 3DS Max called "Swift Loop" which is used to add a loop of edges onto an object. So I can apply a turbosmooth modifier to an object, which rounds out the corners, essentially. This isn't ideal for something like a door frame, so I can use the swift loop tool with the turbosmooth showing and add a loop of edges to the corners to straighten them out again, but keeping the general smoothness of the whole object. This technique leads you away from chamfering complicated objects, which can result in weird and annoying outcomes.


To create the hose on the floor, the main pipe and the three smaller pipes, I used the Loft object. It's such a nice and quick way of creating long, cylindrical objects. I simply created a spline; in this case I used a line - and laid out the positions of the vertices (so if I wanted a bend in the pipe/hose) and then created a small circle spline off to the side. Using the loft object, with the line selected, I click the circle spline and a 3D mesh appears on top of the line with the same circumference and diameter of the circle. I can then adjust some settings to alter the appearance of the pipe as I see fit.

Again, a little bit of post processing was done in Photoshop to correct some colours and combine the beauty and alpha passes to create the final image above.

I had fun doing this project as I thoroughly enjoy interior and environmental modelling. To see better quality images, visit the project page on my Behance.


That's all for now! I'm currently working on a new project; a car. I'm not overly fond of car modelling but I feel that if I have it in my skill set, it will prove an advantage later on.

Monday, 13 January 2014

Fantasy Hammer: Second Phase

Blimey, it's been nearly a month since my last post and to be honest, it's been the same time since I've done any work on my hammer (or any work, for that matter). It's fair to say I've been very busy over the Christmas and New Year period, helping around the house with meals, decorations, etc, and with family coming up from Wales as well. Then at the end of the year I got a part time job as a Business Machines Associate at Staples; I've just been very busy. Late nights don't help either, mind, combined with being ill over the last few days.

Anyway, I finally got back into the modelling mood and cracked on with the hammer for an hour or so. The unit under the main hammer head has its form along with the main structure for the handle.


Clearly, it is still far from finished, but I will soon be taking it into ZBrush to add the finer details. The colours here are definitely not final, they are the ones chosen when I created the objects in 3DS Max.

So over the next few days I will be finishing this hammer so I can move onto other projects.

Wednesday, 18 December 2013

Fantasy Hammer: First Phase

The first phase of my new project was to create the silhouette. This means drawing out a black-filled shape of what I want the hammer to look like. This doesn't include any details, as it is the most basic shape, blocked out. This is then followed by making a copy of the silhouette, sizing it up and creating a sketch over the top that includes finer details. This was all done in Photoshop.


It is always a good idea to have a "story" behind the object you create. For example, what will this hammer be used for? Who will use it? What are the purposes of certain details? So for this hammer, it is designed to be sued by a demi-god or god in a fantasy game/film. No ordinary character can use it; somewhat similar to Thor's hammer! The circular/oval shaped object at the top of the hammer is a gem. The lighter grey area under that is where crystals can be placed to change the type of beam created from the top gem when the hammer is slammed on the floor, etc. The whole hammer is made out of metal, emphasising it can only be used by a god because of the sheer strength needed to lift it. The handle itself is grooved with a nice design, with a solid base at the bottom with a small accompanying gem., merely for decoration.

The basic story and background is completed enough so that I could start modelling. I modelled the head of the hammer first in 3DS Max, which completed the first phase of the project. The next step is to work on modelling the handle and preparing the mesh to export it into ZBrush.


Friday, 22 November 2013

A Slight Detour

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.

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.

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.

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.

Thursday, 31 October 2013

Sculpting the Teeth

Today was spent sculpting the teeth of my demon and refining some of the facial features. The picture looks a bit crappy because I don't actually render these WIP pictures as the lighting and shadows aren't quite right as I haven't set them up yet!


Once the main form was blocked out, I could finally turn off symmetry and start defining the facial features better. Because, in life (real or fiction), people and creatures are not 100% symmetrical. So here I have made one eye a little bit droopier and one side of the face is more bony.

The horns look out of place at the moment, as I just started them as I finished for the day. I plan to (with the advice from my girlfriend) have horns running down the spine of the demon, and have a horn protruding from the elbow.

I can't wait to get onto poly-painting this character and rendering him out.

You can view my WIP on Behance!
Also, follow me on Twitter and I have a LinkedIn too!

Wednesday, 30 October 2013

Refining the Body

I spent most of the day today sculpting the head and toning down the muscles of the demon. In all honesty, the way I previously left the head turned out to be rather phallic! But it looks completely different now, with some finer details being added.


I really think he's coming into shape now. Of course, I am far from finished, but the more it begins to take better shape, the more determined I am to complete it. The head I am pleased with. He looks angry and mean, by the shape of his eye brow.

I've really gone for "proper" anatomy here. Obviously it will never be proper, being a demon which isn't real. But the same muscle groups apply and I have a brilliant resource for muscular structure. I have that site open on my other monitor and it makes it easy to sculpt the muscle shape and depth across the body.

I found the previous version was too muscular; I much prefer it this way. However, things change all of the time, so it may look completely different (muscular structure wise) later on!

That's all for today. Tomorrow I will continue refining the body (silhouette) and creating the teeth.

Tuesday, 29 October 2013

A New Project

After I completed the little worm, I spent an hour or so trying out techniques for creating rocks in ZBrush. It sounds easy and boring, but rocks and stones are huge environmental assets for games and 3D films. I learnt a very quick and easy way to make a realistic looking rock that can then be exported into various programs to texture it, if required. Obviously, it's possible to texture the object in ZBrush.


This rock isn't textured; it just has the original red wax material that comes with ZBrush. It was simply starting with a sphere and using the move tool with DynaMesh on to manipulate the points into a rock shaped object. I adjusted the noise curve (much like the level curve in Photoshop) to create the bumps and divots you see on the rock. 


However, my next main project is to create a portfolio ready demon character. Again, I will be following a guide but adding things and doing things differently.

I started off using a tool called a ZSphere. This tool makes it incredibly easy to create rough poses for characters (it's what was used to create the worm). You then turn the ZSphere mesh into an editable mesh which can be sculpted on.


At the moment, I've been working on the top half of the body. The front and back muscles are near enough defined, along with the arms.The Clay Buildup brush is amazing to add rough details such as muscles. The next step is to continue defining the muscles and start to shape the head by adding horns/ears, and the general facial features.

In my opinion, it has got off to a good start, and I hope it continues that way!

Thursday, 24 October 2013

Final Render

The worm is finished! 6 hours and 12 minutes of tutorials and videos later (but more like 10 or 12 hours of actually sculpting for me), it is complete. I must say, I am thrilled with the result. It's good mine is very different to the one in the guide.


The picture here is little so have a look at my project on Behance! Overall, the project was challenging. ZBrush was completely new to me (and most of it still is!), but I feel more confident and comfortable with the basic tools to move onto new projects. I already have another 4 or 5 courses lined up (about 28 hours worth) on ZBrush and 3DS Max, ranging from characters to interior design.

This is only the start of my personal 3D adventures; I've only explored the tip of the ice berg. I can't wait to continue exploring the vast area of 3D modelling and sculpting and sharing my progress here.

Monday, 21 October 2013

Progress

Since my last post, I have made significant progress in terms of detailing and texturing. The main body of the worm is pretty much complete, with little hairs, details and textures added, but the base and slime still need finishing off.


I decided to give the little guy a mohican! He's got bushy eyebrows that aren't well groomed either, to add to his evil, angry, menacing (?) look. I am really pleased with the way this is going; I thought I would struggle a lot but it's turning out to be ok. It is by far from simple, mind you.

I would say this worm will be finished tomorrow, then I can move onto other things. Unfortunately, I won't be including this worm in my portfolio come the time I finish it; the main reason is that I have been following a guide and I'd rather have my own, unique work in there. But this is a starting point from which I will progress.

This is only a short post, as I showed the new updates I made in one picture!

Thursday, 17 October 2013

Much Better!

I must say, today has been much better in the ZBrush department. I only completed a few lessons of my current course, but that's because today involved a lot more sculpting rather than watching videos on the various features.

My worm is certainly looking much more like a worm! If you remember what it used to look like...


And now it looks like this! He's an angry little fella'!


I am literally so ecstatic right now, because it (to me) has gone really well and I am so pleased with the outcome. Although my hand hurts now because this is the longest time I've used my tablet for.

That's all for today; I will go to bed happy knowing I am getting better with ZBrush.

Wednesday, 16 October 2013

Starting Off

Well, my first working day went okay. I was a tad optimistic at first, thinking I could get to grips with ZBrush quickly. I started off following a book on how to create realistic games characters; it has a step-by-step guide on what to do, but not how to do it, if you get me? This didn't go down so well - I ended up doing the first step about three times because I was having difficulty working ZBrush's interface and navigation system.

So, instead I bought a one month subscription to Digital Tutors. It's fairly reasonable at roughly £30 a month, but obviously, like with most subscription based companies, you can save money if you buy 6 months or a year up front. Digital Tutors is amazing; I am currently working my way through a 6 hour course on the introduction to ZBrush. It teaches you how to navigate around the program, sculpting, texturing and much, much more. Each lesson is between 5 and 12 minutes long, so it doesn't feel laborious at all. It's actually very enjoyable.

The first few lessons are basic ones, such as basic sculpting, painting and deforming geometry. It's only in the later lessons where the bigger project starts. So, from the first few lessons, I messed around with the different tools and made a silly looking alien-type creature.


It's not brilliant, but like I said, I was just getting to grips with the different brushes, tools and the interface of ZBrush.

The current course I am following consists of 44 lessons; I have just completed lesson 24 (day two, now). I am slowly getting used to the program, but jeez, there is so much to learn and so many features! I am building up to sculpting a worm, which is what the course guides you through while teaching you the basics of ZBrush.


So, I've still got the teeth to sculpt and the main facial features, along with the slime and base the worm sits on. But so far I believe it is going really well, albeit rather confusing a lot of the time!

I'll probably post updates every couple of days, to document my progress.

Monday, 14 October 2013

Quick Hello

Hey there; I'm Steffan, an aspiring 3D modeller and animator hoping to break into the games/film industry at some point. This blog will detail my projects, from final pieces to works in progress. I'll probably show a step-by-step process for some WIPs. I'll mainly be using 3DS Max and Zbrush, along with final edits in PhotoShop.

I, and my parents, have agreed that I will work "full-time" on my portfolio, 9-5 five days a week. That way I will always improve and hopefully get a nice job in Sweden or Germany somewhere!

I'll be posting my work onto my Behance page as well.

That's all for now, ciao.