Tuesday, April 29, 2014

Personal Model_01

Progress on a personal bust model I'm doing. I'm focusin on realism on this one. Trying to get it as close to the original as possible. After I finish the model, the scarf and the hair, I will prepare them to bring into mudbox for further details and painting.

Don't have much to say about it. It's a personal piece to be used as a selfportrait. Crossing my fingers on this one. I'm not sure how it will turnout, but I'm hopeful.

Thursday, April 17, 2014

Farscape explorations_01

So for my portfolio class this quarter we were asked to make a realistic skull from a character. Since I've already worked with this type of assignment I decided to take it a little bit further.

My character of choice, Pilot, the navigator of the Leviathan ship Moya in the Farscape series. As a little girl I remember watching this show with my father. Those weeknights were very exciting for me when I was young, and I remember it was one of the better shows my father and I bonded over.

So, my skull subject would be Pilot. But, in an further effort to continue practicing my 3d modeling, I've challenged myself to not only finish the entirety of Pilot, but also his command center, and Moya herself within the first 6 weeks of this quarter.

I want to get better, and I need to get better. Practice is definitely the only way to do this so I'm planning on filling my free time among my classes to create more models in order to get better. I also have to practice on my texturing process so I'm planning on taking the models to their final stages, worthy of being in my portfolio.

Well, I cross my fingers now and plunge into the quarter classes as I try to fill in the pages of this blog along the way.


Here's some of the progress so far. I have most everything blocked in for the body, now it's just a matter of going in and defining the rest of the individual shapes and bring them into mudbox.

Farscape explorations_02

Here is some clay renders of the model of the Pilot skeleton before it was placed into mudbox.

Sunday, February 16, 2014

Project 003- "Kirane"- Update 01

So I've continued working on the rig and have set up different attributes to move the rig around. I set up attributes that would give the animator the option to turn on and off the armor for more flexibility. I also setup different attributes for the feet so that the animator can have a series of options to animate without a whole bunch of controls.
I'm still having difficulties getting the arms ready for skinning though. I have set up both an FK and IK arm but something is making the pivots twist out of place. I'll have to keep trying to fix them, and if not then I'd rather start over with them. Like everything else, this is taking a lot of trial and error but I've been able to get most of it working so far.
 
We're starting the face this week in class, which means controls and many many blendshapes. Hopefully it won't be so much of a hassle as I've worked a little bit with blenshapes before.
 
I think this is as much of an update as I can give for now.
 
 
This was what I had of the rig last week, I'll update the final one later on in the week as it's much more finalized than what is here now.
 

Sunday, February 9, 2014

Project 003- "Kirane"

Currently I am taking a rigging class at school for which we needed to acquire a 3D model. I chose to model one of my own characters so that I could have better control over it.
 

 
So within the week we set up the basic skeleton and planned out the IK's and attributes needed for the models.

 
The finished model has two layers of armor that will be switchable for the animator.
 
I took this opportunity to not only shorten my list of models I've been planning on doing; but to explore different methods of rigging for different types of clothing.

First Official

In trying to adapt myself back into publishing almost daily both progress or finished work, I've decided to open up this blog. My goal is to get into the habit of showing some type of progress in my work which will help to keep track of the development.