Wednesday, March 31, 2010

The thin procedure shells the cell.






Sketches from class, since I haven't had time to go to life drawing lately.

Monday, March 29, 2010

Saturday, March 27, 2010

Before a kernel strays a nick.







Head sketch in ZBrush I did when I should have been working on homework. Started with a polysphere and spent about 2.5 hours. Eye lids and lips are still hard for me, but I'm improving in small steps.

Thursday, March 25, 2010

A forest bays past the obliged synthesis.







More progress on my second semester junior project.

Sunday, March 21, 2010

How can the listener torture the produced cabbage?







Final pass at the animation. Just have to render out the final pass with lighting and materials.

Friday, March 19, 2010

This sore paces opposite the dependence.






Sculpting broad muscular details to the figure to refine it a bit more. Still a long way to go.

Wednesday, March 17, 2010

An opponent publisher exempts a concentrate.







"Blocking Plus" stage in the animation assignment. One more pass to go and then it'll be finished.

Monday, March 15, 2010

The acceptance rots in the lamp.







Blocking stage of our next animation assignment. First dialogue test with lip sync. Lip sync to follow.

Saturday, March 13, 2010

The mate intervenes beneath the chemist.






Another step in the process. Slow and steady wins the race, right? Converted the ZSphere sketch into an sculptable mesh that is ready for more detailed definition.

Thursday, March 11, 2010

The lethal rope pretends.







More art assets for Starfall. I finished texturing Alyssa's house. I designed the house, Mark built the model, and I textured it.

Specs: 1812 tris, 1024 x 1024 texture, rendered in Maya.

Tuesday, March 9, 2010

How can the setting menu hunt a backlog?








Process work for my PRJ class this semester. I was going to build a base mesh for the character in 3ds Max and then sculpt on it in Zbrush, but after going to an awesome demo this weekend I decided to use a different process. I'm starting by building a ZSphere armature, then building up the masses of the body with more ZSpheres in sketch mode. Once I have the form built up enough, I will make the ZSpheres into a mesh that can be sculpted using the regular tools.

Once it's all done, I'll need to re-topologize and export it. I'll continue to post process work along the way.

Sunday, March 7, 2010

The highest material fouls the anthology past the wonderful dragon.







Nyssa was doing some doodles of the main character from our game, Starfall, and I've been cleaning them up and coloring them lately just for fun (and to give me a break from my other school work). The top image is from that series, and one of my favorites.

Also realized I hadn't posted the model sheet I'm working from for my PRJ350 character. I drew it up in photoshop based on the concept painting Brandt did for me.

Friday, March 5, 2010

Any wasteful guard lifts the epic corridor.







A quick cafe sketch. Also working on the next assignment for CG350, which is to design a level that we're eventually going to make in Hammer (I think).

Wednesday, March 3, 2010

The ecology negotiates the underlying battery.









Videos of some work for CG350. Took the character I've been working on for Starfall and added normal and specular maps.

Monday, March 1, 2010

An appraisal watches the orchestral cap.






More art assets. This is the main character's sword in Lumin Lacuna, shown in our model viewer with glow maps. There is a normal map for this, too, but currently the model viewer doesn't support normal maps. I think the model comes to about 200 tris? Maybe? Can't remember exactly off the top of my head.