Mubjub the Imp

This little guy is named Mubjub, one of two imps that are the star of the upcoming film short. I had tried to push back showing him off until the texture and clothing artists were finished with him, but the holidays are punching gigantic holes in the production schedule and pushing things around a bit. No worries, I’ll be making posts along the way as we work through production, so his completed model will be shown off eventually. Very fun, Mub in particular is growing on me. I’d love a little doll of him.

mub_3

Mub_Polys

mub_polys2

Mubjub_complete

I tried something new with his eyes to create a more realistic eyeball, using two spheres instead of one. The sphere overlay is translucent with the shine you see, and also maintains the round silhouette of the eye while the inner sphere creates the eye itself and a sunk-in center for the iris. Even without textures, it looks like an eye, and when textured should look quite nice. In order to keep his eyes very cartoony while still being able to later animate a blink, he has very tiny lids circling the eye, barely noticeable without an extreme close-up. The other option was to animate via texturing, but I’m not a big fan of that technique. Works lovely for some cel-shaded animations but catch the model at the wrong angle during animation and the immersion is killed.

 

Tragic Kingdom: Issun…kinda

Picture it….

Sitting, huddled in a blanket, surrounded by nachos, fingers about to dance across the keyboard as if composing a rousing concerto as I rig like a mad man!

….then a hurricane comes, creates a storm, launches a lightning bolt down at my little ol’ cottage atop a big tall mountain and BEWM goes my computer’s motherboard and power supply. And my life for the next 5 days. Sad as that is.

Silver lining is I got a newer, better computer out of it, but it’s set me back a bit progress-wise. Ah well. I’ve decided to post what I did today anyway, between the other stuff, as some have expressed an interest in the rigging portion of it all. From here on in, I will likely be taking a break from Issun and TK in general, as I’ve been asked to be part of a small animation project and will be dedicating myself to that entirely, and using whatever spare time I have to (finally) build that website I keep talking about.

 

Orienting the joints before parenting

Testing the IK handles for the leg animations.

I did warn it wasn’t much 😛 Busy busy busy. On another note, this rig when it’s finished will of course be a bit more in-depth than the first one, which was basically made for a specific pose, one not very demanding at that. I decided to start from scratch, because rigs tend to be fickle things when working backward. That and they’re fun to build ❤

On another note, I just realized I never posted a screenshot of the very low-poly model after the textures and normal mapping were applied:

 

Tragic Kingdom: Issun-Boshi 4 – Texture

This is part of the sculpt update, time just got the best of me yesterday. At this point, the base texturing is complete, though I’m still going back and forth on the possibility of camera close-ups on the face. It may be that heads get their own maps, haven’t completely decided yet. For now, I’m really happy with how these came out:

I’m working on a custom design for a tattoo sleeve now for the right arm and chest. That will eventually be part of the design, but I’ve never done one before so it might be a while before I settle on something I find pleasing. In the meantime, I’ll be focusing on rigging and animating most likely, and will also be getting started on a female base mesh which will then be incorporated into the designs of more characters to come.

The texturing took ~many~ hours of blending high-res photos of actual people with painting and compositing techniques for something realistic and attractive. I must admit though, while I’m happy with the results, I texture sort of begrudgingly; to me, models always look their best in gray.

Hey there’s a thought…a complete black & white aesthetic :O

Tragic Kingdom: Issun-Boshi 3 – Sculpt

Big ol’ update! The sculpt took a lot of time and I didn’t get to add as much detail as I’d have liked. My computer, as it turns out, can’t handle going above level 5 in Mudbox, out of memory errors galore. Fortunately I have a newer, stronger computer coming in soon, but in the meantime I’m pretty happy with the detail I pulled out of this guy at a medium resolution.

I toyed around with a few different ideas for musculature, but in the end I went for something more realistic and ‘attainable’ rather than comic book amounts of muscle and sinew. That’s never really been my preferred style….ironic since I still read and love comics.

Yes, I’m a geek.

Tragic Kingdom: Issun-Boshi 2 – Modeling

So, the modeling was actually very easy thanks to my prior work on a base male mesh “Kai”. I only had to reroute a handful of edgeloops to get the topology I wanted, and the face was largely pushing/pulling verts to get the desired facial features.

I’m rather happy with how he came out. I’m also waaaay under my poly budget, set at 20,000tris and only coming in at 10k. This is meant to be a one-on-one fighting game, so I have a lot of elbow room with polys, even more considering how under budget I came in for this particular Issun costume (I’m planning several for each character). From here, he’ll be UV Mapped and taken into Mudbox for sculpting and eventually normal mapping. I’ll post those results when they’re ready!

Deluge! p2: Tragic Kingdom

A few people already know that I’ve been working on a concept for a game; writing out scripts, doing concept art, etc. Well, during my last class (Intro to Games) I decided to take the opportunity to begin developing assets for it. First, some concept work for the first two characters (and the mascots of the game), Big Bad and Little Red:

Red is mostly a WiP, I haven’t quite finished painting her yet or doing everything I want with the background. I won’t go into the storyline yet, but there are many more characters to come based off their original incarnations, which were much darker “fairy tales” than people are probably used to. Who knows, maybe I’ll even inspire a new rating system, complete with hate mail from the AFA! One can dream.

As I said, more characters to come. This house is one of the assets I developed in the games course, created from modular components that were then put back together inside the game engine. Even with an extremely low polycount, it’s amazing what you can do with some decent texture work. Took hours and hours and hours of blending sometimes dozens of textures together to make them unique, but it was worth it. It’s rather pretty for a burned-down, decrepit pit of bad memories. This is Cinderella’s house, by the way. She might’ve ‘snapped’ just a little bit.

The following are just a couple of the additional many assets made over the course of the class for the scene, with more to come, including the house (not yet textured, not sure I’m going to actually need it yet) modeled as pristine and new:

Side note, I took that ornate gate into Second Life just out of curiosity using their new polygon-compatible software. Single digit prims even when blown up to a large size, can you believe? I might have to start taking that thing seriously.

Cinderella, Issun-Boshi, Chi Li and Prince Charming are on the chopping block next, though I may try and get some modeling done on one of these guys before I get too heavy into the concept art for the whole crew.

Flashback!

Thought I’d post some other things I’ve done in the past!

The following is a screencap of a character I was working on, an older man, sort of vampiric and demony. The background is a placeholder, I haven’t gotten around to giving him his own yet. I’m thinking I might just paint him one, it might look quite nice that way. I haven’t really decided, yet.

Next up, a more recent project. During my production classes, we all chose to do an animation short called Buns N’ Guns. Everyone was given specific roles, environment artist, concept artists, texture artists, etc. I was the character modeler of the class. There were three main characters, which are below. I managed to finish modeling them in time to help Animate 3 scenes as well, which is great. I love animating, I don’t always get to do it. Oddly, I don’t have screenshots of the Female alien anywhere, I need to go looking for her. In the meantime, the third shot is a scene from one of the parts I animated, and you can at least see her from the back for now.

That’s it for now. Eventually I’ll scour through all these folders and find more 3d stuff to plunker down here. I think I’ll post some 2d stuff next, though…