20081125
20081024
sprite animation test
Image above is the sketched animated line test that I hope to complete for the sprite below. I'm aiming for something like a high-definition 2d beat-em-up idle animation sprite. I'm working non-antialaised so that it has a low colour palette. The initial animated sketch was done in the free application Pencil, and the sprite was done in Photoshop.
I based this sprite off a photo I found using google of a figurine. I think it's a character from one of the Ikkitousen series/games.
20081006
comic colouring practice 20081006
Lineart from the Topcow website (found HERE). Trying a method I haven't tried before to colour this, using one colour layer; using alphas to store the area masks. Still a long way to go to finish this off.
20081004
20081003
20081001
Photo retouch practice
Following the Gnomon Photographic Retouching dvd as a guide I had an attempt at working on the second image on the dvd.
Learnt quite a bit about photoshop's photo retouching tools from this dvd.
Most of the changes I made were very subtle. Things like cleaning the skin, or reducing the wrinkles on the hands, etc.
Original image below.
20080927
20080926
20080923
20080913
Colouring b&w photo 01
20080910
Suzumiya Haruhi - update
Update: Worked a little more on the model. I decided to use a cell style shader on this. Using a blend map with two standard materials set to 100% self illumination, one darker than the other. Using a fall-off material set to light/dark to control the blend. Means I can control transition easily. It also renders off a lot faster than 3dsMax's ink&paint shader. Atm I'm thinking of using either Mental Ray's contour shader system or try to find another good system for rendering the outlines. 3dsMax's ink&paint is too slow.
20080905
Suzumiya Haruhi low poly
Making a low poly Suzumiya Haruhi model in 3dsmax.
About 1400 tris atm, a bit higher than I was wanting, but should deform ok.
I'll probably model the hair simply rather than using a poly surface with transparency mapping; to try and get a cleaner edge to it and also so that it can be viewed from the side without it looking too flat.
Also I'm aiming for the model to be viewed unlit, as if it was running on something like the DS. So the shading will be painted onto the texture map.
If anyone knows of an easy way to get a simple 3d animation running on the DS I'd like to know. Would be quite fun to have a realtime animation of the dance running on the DS with the ability to pause and navigate around the scene with the stylus.
But I guess that it isn't easy.
20080829
doodle 290808
Started sketching an image, been a while since I tried any freehand 2-point perspective. I did the basics on paper and inked it then scanned it in and re-sketched over it in photoshop. I didn't get it quite right, but looks good enough. I haven't yet decided what to do with the arms, hence the lack of hands.
I think I'll work on this some more and use this is an illustration practice.
20080806
Revolver 2
Did another revolver model in 3dsmax, then this time used the zbrush retopology tools to make it into a single surfaced model.
20080802
20080731
Speed Sculpt: Archangel - update
Worked a little more on the Archangel speed sculpt that I did for the Threedy speed sculpting challenge. Spent another hour cleaning up the sculpt and adding another piece of cloth in.
20080730
Sketch video
3dsmax - Le Mat Revolver
It's been a while since I did any SubD surface modelling in 3dsmax, so did this today. Took about 4 to 6 hours.
It doesn't have all the details and lacks an assymetrical main body, as I had no reference of the revolver's left hand side.
No textures yet, and probably won't have any as this was only a modelling practice piece.
Using this as reference
20080728
30 minute doodle
20080727
Speed Sculpting Challenge 06
Just finished my entry to the Threedy speed sculpting challenge 06.
The subject this time was Archangel.
Time limit of 4 hours using only the provided basemesh.
More videos can be found on my Youtube page
20080606
20080525
zbrush scripts
Just found a couple of scripts for Zbrush that I find incredibly useful.
ZsphereTweaks : Enables you to change the resolution of Zspheres after you have placed them and even when in adaptive skin preview.
and
SmoothGroupImport : Enables you to import obj files retaining their smoothing groups from 3dsmax. This is really handy for doing hard edge geometry as I've always found setting crease edges in zbrush a little time consuming to do.
ZsphereTweaks : Enables you to change the resolution of Zspheres after you have placed them and even when in adaptive skin preview.
and
SmoothGroupImport : Enables you to import obj files retaining their smoothing groups from 3dsmax. This is really handy for doing hard edge geometry as I've always found setting crease edges in zbrush a little time consuming to do.
20080521
Boa Vector WIP
Worked a little more on this image last night. it's taking a while to build this up in Adobe Illustrator using the gradient mesh tool primarily.
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