Friday, January 24, 2014
Tuesday, January 21, 2014
creating demonized/zombie characters
Ok so something has come up that unfortunately is going to put my night elf town on the back burner for a little bit. I was recommended by a friend to join a small team to help make some characters for a horror themed project. Have to design three characters to be done over the next several months.
Recently started the first character. This is nothing more than a quick mock up/silhouette of the character to begin with. I made a base mesh and kept the poly count low in Maya that way I can get the maximum number of subdivision levels in zbrush. As of now with this character, I can bring this subtool to about 19 million polys, so I pretty much hit my goal. Anything over 20 mil and my computer usually crashes.
Recently started the first character. This is nothing more than a quick mock up/silhouette of the character to begin with. I made a base mesh and kept the poly count low in Maya that way I can get the maximum number of subdivision levels in zbrush. As of now with this character, I can bring this subtool to about 19 million polys, so I pretty much hit my goal. Anything over 20 mil and my computer usually crashes.
Thursday, January 9, 2014
Creating Night Elf Shrine
Found a very nice tutorial on youtube to build some realistic looking rope. Although the end result was heavy in polygons, each of the four stacks is roughly 5,000 quads, I was pleased wit the result. I'll prob end up making some kind of low poly version later one, when the camera is far away from this asset, but ultimately I will keep the high poly in when the camera is right in front of it. The workflow method involved taking spherical polygons (4 of them) and attaching them in a 2 x 2 formation that formed a square with the circles all flush up against the each other's sides. I had then made the pillars a live surface and built curves around the pillars and tried to make it look realistic in how it was wrapped. Lastly I extruded the spherical polygons along the curves I had made. The new helix polygon feature was an option, but I found it too neat for what I wanted.
Friday, December 20, 2013
Making basic meshes for project
Spent some time putting together some base meshes for some architectural assets within the project. For the most part the architecture of this race has a heavy Asian influence. To get many of the basic shapes I had used a combination of non-linear bend deformations, the curved arc tool, and extruded along curves ability.
Thursday, December 5, 2013
Starting a new project. Looking to create something architectural/environmental. Going to replicate a small set piece from the video game "World of Warcraft." Ultimate goal is to make it higher poly and more detailed. Less stylized and efficient.
As of right now, looks like I am just laying out ground planes and mapping out distances of where assets will be placed.
As of right now, looks like I am just laying out ground planes and mapping out distances of where assets will be placed.
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