Monday, May 6, 2013

T-rex skin

Here's the rex after a bunch of tweaks to the proportions, especially the head and neck. I'm still playing around with general coloration ideas, but I kind of like how this one is looking. Eventually this guy will be dropped into Unity and used as a test to see how well rigs and animation transfer over from Maya.

Thursday, May 2, 2013

T-Rex Wip

I grabbed an old sculptris doodle of a t-rex I did a long time back and got it ready for proper sculpting in mudbox. Here's how it currently looks:



I like the look of Jurassic Park's rex, but I'll try and avoid imitating it, after all, there's a fair bit of leeway with the finer details of these guys.

Saturday, February 23, 2013

Random Stuff

Time for the annual update :P

Here's a few things I've worked on in the past year or so:

Tuesday, March 13, 2012

Reworked Face

Another huge gap in posting, oh well. I ended up resculpting the girl's face, but managed to use the existing lowres cage, and its uvs, textures and shaders. That saved me a fair bit of work, and with a bit of tweaking here's what I've got:


Still lots to do, but I'm in no real rush to get this thing finished, its proven to be a bigger learning experience than I had expected.

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.