Tuesday, 1 May 2012

AlienMonk improvements


From the comments I got from Adam Fisher and the paint over he was nice enough to do for me.
I have worked on most of the points he raised, some aspects I want to go back to at a later date, I have grown quite attached to this character. He feels to me like he is alive, and that was the point I was trying to reach through the research artefacts. The images below are updates to the elements outlined by Adam Fisher, which has really pushed the model further.





















Monday, 30 April 2012

Here are a few angles from the final car used in my client project.































AlienMonk



































Artefact 4 + 5 300 word ratonale


 Artefact 4


Artefact 4 has been an exploration in realistic cloth folds, creases and drapery. The majority of the clothing is made out of soft materials. I gathered reference images, watched a number of tutorials to train my eye to observe the way cloth reacts with the body's contours. Creating good looking drapery, folds etc has got to be one of the most challenging tasks I have undertaken as an artist. Even if they are even slightly incorrect they make the model look awkward. This in turn reminds the viewer that there looking at something synthetic, and less believable. Drapery reacts to gravity dependant on the weight and type of material, and has anchor points where the folds, creases start from. It bunches up if it is a lighter material, on the backs of the legs you get a kind of zig zags where the material is being stretched across the surface. There a lot of different factors which change the way the material flows and is perceived depending on the situation.
Creating realistic hands was another big challenge; I used my own had as reference and some literature that come with one of the tutorials on best practises for creating heads and hands. We look at hands as regularly as faces, so again if they are not given the right attention. This can belie the sense of reality, and betray the model. There are so many complexities to the anatomy of the hands, that it would be easy to make mistakes, I sculpted that part of the model more than I would have expected.
I endeavoured to include elements that added interest and cohesiveness with the rest of the characters attire. For example battle damage on the leather chest area and belt, which connected the idea of the long years of battle, this also links to that of his facial scars and weariness.






















































































Artefact 5

 
This artefact focussed on how sss (sub surface scattering), textures, colour theory and shaders work together to create a more cohesive model. The colours from the head texture were used as a base to start the rest of the design. Colour theory was an element I had not talked about in much depth in the research document, I wanted to rectify this. Colour theory is the bases of all texture work, and pushes the model further and to use colour effectively in design you need to follow some guidelines on the implementation of it.
I used colours with a peaceful tone to them, using mostly complimentary colours directly opposite each other on a colour wheel to emphasise the characters peaceful, and pure demeanour. In western cultures certain colours evoke an emotional response, creating a perception of what a character stands for; black and red is perceived to be inherently evil, whereas white, blues and greens, depending on the hue are generally seen as something more calm, pure and welcoming.

Once again I tuned to a professional for their opinion about what I had created; I gained better insight into the creation of realistic drapery and design ideas from Adam Fisher, an Australian freelance character artist who was nice enough to do paint over of a few shots I asked him to look at.  It was an eye opening experience from his critiques I learnt that a good percentage of the improvements he had suggested, was not a shock to me, It was a positive outcome to know all the hard work I have been doing in developing characters had started to pay off.
I tested sub surface scattering and shader creation for the first time in zbrush, sss is found in when light bleeds through certain object like skin, and bounces back out again which leaves a subtle glow like effect. CG Skin can look lifeless without this key aspect that integrates with other effects E.G Ambient Occlusion and specular highlights.























































 

Saturday, 28 April 2012

Here is the final compositition for my client project, with a number of render passes I used.










Ambient occlusion













Car beauty











Scene beauty












Z depth












Reflections










Specular










Final composited shot

Tuesday, 3 April 2012

AlienMonk Update

I have been working on the characters costume in zbrush, making sure the base shapes were well proportioned before moving onto the sculpting of the cloth. First of all I gathered cloth,drapery and robed character images to use as reference. Here are a few shots of the sculpting so far, and a clothing material breakdown to help establish the types of folds and crease I will need, and general detailing guidance.













































































These are still work in progress, the cloth wrinkles and folds still need work but I am more or less happy with the first detail pass.

Tuesday, 27 March 2012

Artefact 3 300 word rationale

For this artefact I started developing the look of the character’s attire and background story more. I began by researching on the Internet for inspirational images. I also as part of my focus group  interviewed Yuka Harrada Parr a Japanese concept artist from the college I use to attend; Yuka was very helpful and suggested various Japanese legends and warrior priests.
The costume that I tested in Zbrush before this artefact was not really suitable to animate and sculpt upon, there were too many pieces of material which could pose a problem in the rigging process.  If I did intend to animate, it was definitely an aspect worth thinking about. From the presentation of artefact two, I had some great feedback to what the functionality of the clothing would be. The idea for the character was of a peaceful wandering nomad type, but could clearly take care of himself hinting at his past life as warrior. I wanted to show that the character could move around with ease.  Characters that have inspired me in the creation of my character areYoda,Kevin Flyyne (tron legacy), Japanese warrior priests and Jedi's. The Jedi's costumes especially Darth Vader's suit and helmet were inspired by Japanese warriors. There were question raised for his footwear, and clothing colour choices being complimentary to that of the heads design.
I envisioned the character's environment to be a swamp, befitting the reptile look of his head. his attire needs to be light but functional. I imagined the character if he moves he would move with grace, speed and in complete balance much like a jungle cat His robes would then need to be high enough off the ground not to get snagged by branches and other obstacles, and not to get in the way. I thought that it might be useful to add supply pouches for food, and a staff for added interest in the overall design.