Deluge! Part 1

Life moves to quickly for it’s own good. Need more time in the day!

So, lots of things to post, going to start with some of the internship work I did first since that’s several months old at this point, and I quite like it. ┬áThe internship took place during the pre-production phase of…something I’m not allowed to talk about :[ Or show anyone in its entirety. But I can show off a few things! Thanks to Drew Tolman of Beach Plum Media for the internship opportunity, and letting me post some assets to help develop the portfolio!

Concept artwork:




Above are different iterations of a ship that I did. The first above was the first submitted, however as this is a project aimed at children, it was gradually whittled down into something fun and easier to interpret. These are just the three nicest versions, there were tons of sketches done along the way that I won’t bother posting, but that’s definitely the running theme of everything seen here. The fun part of getting in on the pre-production phase was all the brainstorming that happened, felt great to be a part of that.




While doing that, I was simultaneously working on concept art for the characters, though the Princess and pirate crew are the only ones I’m allowed to post. ┬áThe third is what we ended up shooting for, one again something that’s “colorable” and aimed at a younger audience. I took her into Flash once I was done the sketch to clean up the linework a bit.

A few of the beats I worked on, essentially rough pre-pro thumbs of pieces of the story. There’s different iterations of the characters throughout, as we often worked ahead of the process while waiting for green lights on work submitted prior.

There was modeling and rigging work to be had, but unfortunately that involves the main character, who is still under NDA. Was great fun, I’d do it again in a heartbeat!

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Project: Base Male

Alright! So, here’s the project I’m working on now, so it’s a great way to start the blog. There are two characters to be modeled, here is the first one as I build him.

Kai: Step 1

I start off with a reference image and a box model of the head. I’m using a reference image from 3d.sk to help with the anatomy, as I’m going more for realism this time around. The head will later be detailed (I leave that for last) more to the specifications of the character I sketched out.

Kai: Step 2

Next I pull out the torso and shoulders. Normally at this point I don’t get too into the details, I’m just going for the overall silhouette. Once I’m happy with the body, I’ll begin to shape it up more.

Kai: Step 3

Okay so, I lied. I ended up playing with some verts on the torso ahead of time. The sharp edges were annoying me. I recommend people not get too wrapped up in those little details right away, though. It’s a lot like constantly trying to clean up a sketch as you go rather than being ‘loose’ and cleaning up at the end, which is better. Keep things simple and do everything in passes. But anyway, after giving the rib area a little more of a barrel shape to satisfy my OCD, I began pulling out and shaping the shoulder and arm more.

Kai: Step 4

Next I pull out the leg, and at this point I applied a smooth preview to see how it was looking. Satisfied, I took a break and came back to it a few hours later. It was at that point that I decided I wanted to try and get more detailed with the modeling than I normally do. Typically, I use a complication of bump, displacement and diffuse maps to create detail where there isn’t any, but I was curious to see how much of the anatomy I could create just from topology, as you’ll see further in. I figure, since I’ll be using this as a base mesh for other things, I may as well go the distance.