Monday, August 8, 2011

Cybergirl Wip

I signed up for one of Cgsociety's online workshops, and this is the character I've been making as a part of the coursework.



The class is roughly half way through now, and there's still a fair bit of stuff to cover. So far its been really informative, I think my work has improved quite a bit in a short time thanks to it.



The upcoming weeks are covering texturing and setting up shaders, which is something I've been looking forward to.

Thursday, June 23, 2011

Skin Texturing

I'm slowly figuring out a workflow for realistic looking skin using really highres displacement maps, and subsurface scattering to get the right look. Its kind of close, but still not quite there. I'm kind of surprised by how much of the detail can actually just be sculpted and then used as a displacement. The diffuse map is actually fairly low detail at the moment, and it looks like I probably don't have to do a whole lot more to it.



This is actually the first time I've done a character quite this detailed, so a lot of this is fairly new to me. Hopefully the general workflow I've figured out will let me do future characters a lot faster, because I'm itching to move on to other things.

Wednesday, June 1, 2011

Triangles Begone

I managed to mostly reuse the cage from an earlier version of her face, which saved me a couple of hours of work. So, now I'm mostly back to where I was before, with a nice mesh that I can do my further work on.



I'll have to figure out a way of modeling / sculpting the inner parts of the lips. I've got a rough idea I want to try, but haven't really tested it out yet.

Thursday, May 26, 2011

CG Girl Redux

I ended up scrapping the work I had done so far on that girl model, there were too many problems with her facial structure. Rather than waste time polishing a turd, I restarted a couple of times and tossed aside a few of those iterations. I think the repetition did help somewhat.



The skin texture is just a temporary one I had lying around, and I'll be using it as a general guide for when I get to to actually painting up some real textures.

Sunday, February 20, 2011

Demon General

This guy is something I started as a last moment entry for the Pre-Dominance War V contest, but totally ran out of time on. I started on him about 5 days before the contest was due to end, figuring I might be able to get something bashed out in time, but alas, technical issues proved to be my undoing.



The highres model was done with a combo of Sculptris for the organic bits, and Softimage for the hard surfaces. This stuff was fairly straightforward, and was mostly a matter of figuring out what I wanted the armor to look like.



For the lowres, I used Softimage to get a sub 3000 triangle version built. The contest limited textures to color, alpha, and specular maps. So, I planned on baking out some ambient occlusion maps and using them as a base for the color / spec. This is pretty much as far as I got before running out of time, but I'm liking this guy enough that I think I'll eventually finish him off.

Tuesday, February 15, 2011

Further Work on the Cg Girl

I'm slowly making progress with this model. The mid-detail sculpting is done, and she's been retopologized so I can start working away at her in Mudbox.





Thursday, January 27, 2011

Work in progress

Hmm, long time and no updates. Not good. Anyhow, here's something I'm cooking up in my free time:

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The initial work was all done in Sculptris, and then obj out to Softimage, where I did some further tweaks to the geometry. I recycled a few assets from earlier work to save some time. The eyes, eyelashes and skin shader are all old stuff that will get replaced once I move farther along in the work.