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.



Sunday, 18 March 2012

Client project update

Some updates on the progress so far, a number shots using mental ray. The vehicle modelling is pretty much finished. I have tested some materials for the final three cars that will be in the main scene. I am pretty happy with most of how the renders have turned out, just got to keep tweaking a number of aspects before I will move on. 






















After I posted on polycount the renders I had some great critique on aerodynamics and that the side indent would cause far to much drag, I removed it to see the aesthetic look of it, and it does look better.



Sunday, 4 March 2012

Client Project

I have not posted anything on the car for a awhile so here are some more screenshots of recent progress.
















Wednesday, 15 February 2012

Alien Artefact 2 300 word rationale

I have tweaked this model since artefact 1 because of numerous constructive criticisms. This will I hope make this character's head sculpt feel more believable

I have continued to use the polycount forums to gain other perspectives and fresh eyes on how the character is developing. It was expressed to me that the fundamental structure of the facial features were still a bit off, because the character is near enough to human anatomy, that veering to much from human skull would look off. I made sure to evaluate whether these points were valid or just personal opinions. But I did agree on all counts that they needed adjusting to improve believability.Some of the points I rectified, the character didn’t have distinguishable eyelids, his cheekbones were too low, no discernible chin and his ear area was also addressed to show more detail. I used reference for all these areas from human skulls to lizard anatomy.
 There was also a number of comments about the facial features not having enough wear and tear on them, E.G in the way of wrinkles and a look of battle weariness The character has developed its own story, I envisioned this alien to be a battle weary warrior that has seen enough of battle, and has become a nomad wondering from place to place, robed to hide the worn battle armour underneath and seeking a more peaceful existence. I wanted to show that this character has a calm demeanour but that was not always the case. This story developed a life of its own over time sculpting.This creates a more believable character, placing that character in a context to inform the viewer what drives this character, and where he comes from.
I posed the character to look more natural, looking straight on models can be a bit lifeless, placing them in a pose can help you understand the characteristics and express their demeanour.