Thursday, July 16, 2009

Trollin'!

So with a few spare hours today I did another thing similar to the goblin in the first post. Just trying to get used to Mudbox. This time I spent a lot more time on the textures, gave it a real bump map, sub-surface scattering, all that good stuff, so here it is!

Wednesday, July 15, 2009

I'm sorry!

So sorry! I don't have any new art today! I worked all day but it was "productive-member-of-society" type work so what I drew belongs to someone else... So anyway, I dug around in my hard drive and found some old crazy sketches and things that have never yet been before the eyes of the public!

First off are some from-life doodles I did one day, just for fun.



Next, some not-so-much-from-life doodles.



And last of all, some sort of fishy guy, I named the file Atlantean when I made it, so I guess it was supposed to be an inhabitant of Atlantis. Or maybe I was just trying to do a cheap knockoff of Admiral Ackbar. I don't really remember.



See you all next time!

Tuesday, July 14, 2009

Edgeloops!

Polygons are pretty much the most commonly used method of modeling in 3D. They are constructed out of many individual points (vertices) which connect to each other (edges) and when you have three or more vertices connected together you get a polygon (or face). Typically when modeling with polygons you want to build a "clean" mesh. This means that the polygons are all made up of four edges, as anything more or less will make it more difficult for you the modeler when it comes time to deform the mesh, e.g., in an animation. Triangles are not as bad as n-gons (any face with more than four edges). The real difficulty comes when you also find out you need to build your model around what's called edge loops. These are rings in the polygons that allow the mesh to deform in a visually acceptable way. Very important for things like mouths, eyes, muscles, stuff like that. Here is an example of an edge loop:

If you can't see it well, click on the picture for a bigger image. It's the line in orange. You can probably guess how this can get very complicated very fast--especially when trying to keep everything in quads. It's very easy to accidentally let an n-gon or a triangle slip through unnoticed and mangle your mesh later on down the road, often forcing you to make a lot of changes to the flow of the edges just to get everything "clean" again. Of course if they're in a spot that doesn't really deform, like the top of the head, it's not as bad. It's still good to be in the habit of keeping it clean though.

It gets to be pretty tricky when you're dealing with a full body. If you want to add some detail to the fingers, you've got to be sure to control your edgeloops or you'll end up adding detail to say, the ear, or the stomach, at the same time.

Of course, if he's going to be wearing something, you can also strategically break the flow up and hide the seams under clothing or accessories or what-have-you.

So if anyone's still awake, I'll admit that I just wanted an excuse to post pictures of my work in progress. Cute, isn't he? :-D

Monday, July 13, 2009

First blog post ever!

So here's my first post. In the last couple of days I've been playing around with the trial version of Autodesk's Mudbox 2009. I really like it so far, it makes high-poly modeling extremely fast and easy, and also has some really nice texturing capabilities. It does seem to be a bit tricky to import stuff from Maya though. I've had a few different problems when doing so, but I think I'll get it figured out sooner or later. Anyway, on to the art!

This is what I've been playing around with in Mudbox, a pretty little goblin man. Not happy with it at all right now. Going to start from scratch but I thought I'd better preserve my first real mudbox attempt.


Rendered in Mental Ray. He really needs a bump map and his textures are absolutely awful, but hey, at least I got it to work!

Second, I've got this painting I'm working on. Just anatomy right now. It's been tricky. I had a false start I had to just abandon:

And here's the latest one. Still working on the dynamics here:

And that's all for tonight. I bid ya'll farewell.