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Saturday, November 14, 2009

nooo






rm
al

Finally getting the normal map/Mudbox/retopologizing workflow down. Thanks to Kirk, Drew, and this dude: ( http://www.cgsharpe.com/?p=55 )

Alternative WorkFlow For Modeling

1. Start with low poly base mesh, all quads; edge loops and topology does not matter at this point
2. Bring into mudbox, make high poly
3. Bring into TopoGun ( http://www.topogun.com/ ) , make edge loops for animation
4. Bring low poly "traced" model into to Maya, unwrap
5. Bring into xNormal ( http://www.xnormal.net/Faq.aspx ) , bake Normal/AO map from high to low
6. Use AO and normal map for texturing
7. Enjoy

Hopefully I should be able to use this for making enviroment assets for DarkStar. Looks like a plan.

Another lesson in reading the mutha effin helpfile...

Old Stuffs























This picture is somewhat scary (on all levels), but I learned a good process with it. Using smudge tool + the option of having "fingerpainting" on is a really cool thing to use when blending (the picture looks better bigger). So, start with a few moving streaks of fingerpaint to make a line of lighter color. Then, move in with the smudge tool to blend these streak in as a flattened form, or plane. Good for making blended forms. Also, liquefy is the equivalent of the sculpt geometry tools in maya for fixing large areas of the painting. Might be good even just for pencil drawings. Try it out!

Wednesday, November 4, 2009

cute eats bear





AO pass at character




AO on ship...wish the baked texture would look this good...


Setting up rendering for enviroment...totally fake...thanks Kirk




Ready for trouble


Maya blendshapes!


Blew my mind out last night.

So got my first custom rig off the ground. Learned and implemented some cool stuff at 4 in the morning:



Reverse Foot, with custom attribute control
IK/FK Blending for legs and hands
Roll Bone (not implemented totally, character doesn't have hand)
Back/Neck Spline IK
Pole vectors for elbow and knees
Clavicle control
Blend shapes
ect., ect.

Had a lot of fun working on this. I like all parts of the pipeline, honestly. Basically read step by step (and learned so much) using Learning Autodesk Maya 2008 text, had a lot of good stuff going on with it. Pick it up, its a pretty good resource that lets you really get a good understanding of WHY you do certain things a certain way.

Skinning is next up!

On a side note, Thank you to all vets...it's sad veteran's day seems to be "most celebrated" by those who are opposed to health insurance...maybe we should consider the generosity among humans that exists here in this day, a generosity that goes beyond mortality. Whose financial empire are they trying to save? But let me not get too deep, I am just a young person who doesn't follow politics or watch TV, as they are both just a form of entertainment... but I am someone would probably die if I came down with anything serious, rather than let my love ones financially suffer. Thanks all vets, in many instances you only fought for others.

Thursday, October 29, 2009

Tuesday, October 27, 2009

astronaughty + darkstar





Updated ship...still needs more work...


My character (model unfinished) with a simple rig (no IKs, nada, just bones) for use for the upcoming ANI 300 animatic...ARGH! :S

latest character model. lots more to go...!! check out his ass!!!

Slight update. Been using way more reference planes and drawing topology on it way more to help for accuracy and edge flow.

Figured out some FUCKING cool shit in Maya today. This plus modeling in pieces has made my model SO much better. Try it out (and message me if you are confused)!




Update: Also using the sculpt geometry is a great way to relax verts and create bulges!




Some concept and game assets for DarkStar. Started with a base shape and then just modified it for iterations. Did the same thing in Maya and used deformers to create the different iterations.

The first picture has the best iteration, but follows the theory all the same. Create a mark, scale, rotate and transform it over and over in different combinations, use warp and draw over the initial shape to ensure appeal.



Playing with painter, and doing something most artists don't like: not paying attention to values but only color.




First pass at using tileable assets...needs a lot of work, so I'm probably going to draw over this to see what I can make better...!!



Sunday, October 18, 2009

Friday, October 2, 2009

Failing (to get better)

Sometimes the hardest part of art is totally failing and recovering from that without negativity, but with a clear logical mind.

This happened to me recently. I felt like I totally disappointed my concept art class teacher. I saw my mistakes show up again. So I decided to really try to improve. Why improve at concept art if its not going to be my major? Well, I like all aspects of art. And I certainly don't hate it. I just don't feel suited for it at this stage in time.

So I'll try it out. I do like painting, I just need to take what I've learned and apply it. So here's trying. The fact of the matter is that it is all logical. And fun.

And for all those that post their art out there--what the fuck is your process? No one ever says. Please start thinking about posting your process. It would help the world of art overall not to keep your ideas and tricks clandestine. I try not to, because I think it would help others. Consider it.



The next attempt in painting for ART 401. There are some issues with this image, but I feel like I've at least got a more positive spin on things. Trying to hold on...

Here are some poems from high school (somewhat girly) that didn't get accepted for the graduation poem for the yearbook. Enjoy.


Trails

Now gone our home, we leave in need
...We will not make it there alone.
Where is the time? Is all we've known
Now Crushed into memory?

Intricate treads, and here, the path that shears,
The end of the long root we shared.
What fate has become? In unknown falls we wade,
Stepping back inevitably.

Hold to what you are leaving, by the tips of pain
For it is love that sends you best-thought ache.
In each losing laugh, grasp your past as you go
In gathered trials of miles ago.

As Our Lives Are Passing

Let's stow away in memory!
Let us hide within our dreams.
The ones we left were ones we kept,
When once we'd die to be.

I'll keep you in my heart, tucked down
By stars beneath our heads
We said; "Good day, good night, good life!"
And fell in separate tread.

I knew you well in reveries
Where once I flatly lied--
"I'll bring you back into my life!"
If words could find the time.

So truth proved true, I lost you when
Our souls unwound to flight
And if I sleep, I'll find again
If uttered words unite.