Tuesday, November 16, 2010

Hardsurface and Organic Renders

Here are the renders I have up to this point.

Tech Vignettes

Some of the concept art I've been working on is "tech vignettes".  These are small bits of technology design that I could slap onto the character design to enhance visual interest in key areas.

Topogun for Hardsurface Modeling

I've been using topogun as part of my hard surface modeling arsenel.  When I want a piece to fit snugly against another but have a different edgeflow, I take the first piece into topogun and draw the desired edgeflow on it.  this has been useful for the dress and boots of my character.

Artifacts with xNormal Normal Maps

I'm having trouble with xNormal creating artifacts in the normal maps it's generating.  The artifacts seem to appear in areas of high cavity / ambient occlusion such as between the fingers.  Not sure how to solve this.



High Poly Hardsurface Work

Here is the most detailed hardsurface work I've done so far: the boot for my character.

ZBrush Work

I thought I would get time to refine the character ZBrush basemesh a bit more than I have, but here it is up to this point.



Wednesday, October 27, 2010

Additional Anatomy Drawings (Part 1)

I'm continuing to work in ZBrush and anatomy drawings in parallel.  I've tried doing a few three quarter full-body views to tighten up the anatomy on my model and this is helping out.  Here is the three quarter back drawing:
I'm still working on the three quarter front drawing.  It will be posted soon as well as ZBrush rough renders.