Game Portfolio 3 Final Turn In
Rhinoceros Anatomy Study
Well I am done with finals!!! GPF3 ended last month and this was my final turn in for the month. I learned soon much over the course of these past 3 months in finals. I believe it shows in my final piece here. I can see the progression and I know that I didn’t make the same mistakes on this one that I did on the first. I just love this learning process and can’t wait to do more of these.
Just a few of the references I used to help create my final sculpt. When you look at a rhino you just think they all look the same. They are so far from the same. as you really study each image of each different rhino, you start to see all the differences. The fun of this piece was I was sculpting based on about 10 to 12 different rhinos so I was able to incorporate different things I liked about each one into one final rhinoceros. Much different then doing a sculpt of a specific female or male model. I enjoyed the artistic liberty I was able to take.
As of right now, only 1 month and 1 week left of college, I can not believe how fast things have gone and how amazing it is to look back on this blog and see some of the work I did in the beginning and compare it to now. I sure have grown as an artist and I am truly a 3D artist now. I will continue to grow and I can not wait to be in the industry soon and be able to look back on this piece and feel like I am even better than I think I am now.
Game Portfolio 2 Final Turn In
Female Anatomy Study
This is my final turn in for GPF2 Female Anatomy study. I feel I have improved a lot as a character artist and improved over last months male study. I had a lot of fun working on her all month and improving her look. I took my female from 3 months ago and re-sculpted her to look more like the reference and added a lot of detail. Re-topology went a lot better this month and I did it all by hand.My Substance Painter skills improved a lot and I feel like I did very well trying to replicate skin.
Here is my full months worth of turn ins. From first weeks final detailed sculpt to the final turn in. This shows the progression of my work over the course of the month. I am looking forward to being able to work on some new models on my own time where I can spend as much time as I want on things to really perfect my craft.
Game Portfolio 1 Final Turn In
Male Anatomy Study
This was my final turn in for my very first full character for Game Portfolio 1 class. We were tasked at completing our 80% done characters from previous month to 100%. As you can see from the first post, to now this post, I have put a lot of work into this guy. I learned a lot in this class and it feels like this was a true test of everything I have learned over the past few years.
I used ZBrush 4R7 to sculpt at around 8 million Polys, then Maya 2016 for retopology down to around 50k Polys. For color, I used Substance Painter and then Marmoset for the final render. I am finding it very fun to use so many different programs to come up with one final result. I received a B+ for my final grade and of course I would have preferred an A, but I understand that this is “Finals” It has gotten very serious when it comes to grades and critiques.
This is my model that I used for 3d.sk for this months male anatomy. I feel like i know this guy, I have stared at him for so long. haha
Block Out Month 3 for Game Technologies
Block Out – Month 3
Here is my final blackout for this month. I choose to do a Rhino and I am very excited about the way he has turned out. I can not wait to give this guy some detail. It was taking everything I had to only work on his shape and not start putting all those wrinkles and creases in where I was seeing them. I had a lot of fun working on him and had a few challenges which helped me learn other aspects of ZBrush. I choose a different background this time to go with an african sunset theme which helps him pop out. I am happy this class is over but it really doesn’t feel like it is, because up next is FINALS and I will be working on all the things I worked on this month over the next 3 months. Wish me luck!
Block Out Month 2 for Game Technologies
Block Out – Month 2
So my last weeks project of the male didn’t get nearly as good as a grade as I thought it would. Lets hope this one will do much better. *wink *wink I put a lot of hours into this one, more so this time with the body proportions then the detail. This is still just a block out, so I will be revising her in month two of finals. But I am very proud of how she has turned out. I feel confident that this time around the teacher will see the work I put into her. Next up… A RHINO!!
Block Out Month1 for Game Technologies
Block Out – Month 1
Here is my first blackout for this month. As you might remember from my previous post, I choose a Male character to get to around 80% done, just for the Block Out. Once I enter finals next month I will work all month on completing this guy and refining him to perfection. I had fun working on this guy and had many different versions. There is still a LOT of work that needs to be done but I feel that I got a good amount done for the Block Out. I will look forward to working more on him next month, but now it is on to the Female for next week.
Bill Baxley the Bounty Hunter – Advanced Game Character – AGC 1508 – ZBrush Sculpt
Bill Baxley the Bounty Hunter
Hey everyone, Sorry it has been a while since I made a post, that will tell you how busy and serious my classes have been these last few months. But, I wanted to make sure I get this one posted because I am very proud of this one. This past month I had Advanced Game Characters AGC and our assignment was to create a character from scratch. We had to come up with a design of a character that we wanted to make and it was amazing to see how the design process can change from day-to-day. I originally wanted to do a Robot but once I got into ZBrush, this guy kinda just emerged from my digital clay. I really feel like I might have found my calling here with this one. I have been at Full Sail now for a little over 2 years and I have enjoyed almost every single class, but I have not gotten as excited about a class as I did this one. I am thinking this might be my focus, Character Design and working in ZBrush.
After the class was over and I turned in my final I decided to make a 360º Video so everyone can see the detail from front to back. I also wanted to show a few different views, some with Wireframe to show the layout, to without the mask so you can see the detail I put into his mouth and nose that you don’t see in the Main image.
Click for High Res
Please watch in Full HD and turn on Sound
Please feel free to comment below and let me know what you think. Even though the class is over I would love to hear different critiques and Ideas of what YOU think might have made him better. This is a learning process and part of that process is getting feedback from people. I would love to know what it is like to see my character with fresh eyes. Because I have looked at him for a month now and watched him morph into what he became its hard for me to see him and appreciate him to the full extent.
Learning how to do Hand Painted Texture for TPS – Part #1
Texture Painting and Sculpting
For this new class we are learning to do Hand Painted Textures, which is a fancy way of saying Digital Painting, which is a fancy way of Photoshopping. We were tasked with painting a texture using 4 different materials. I choose Wood, Stone, Cloth and Metal. My stone turned out pretty decent in my opinion and was a lot of fun bringing it to life with all the cracks. The cloth was by far my best piece and I had a lot of fun doing that one. I learned a technique where you paint all in grayscale just focusing on where the highlights and shadows should be and then adding color at the end. That way you do not have to worry about color and getting all the colors to look correct. I used the smudge tool for 98% of it and with a lot of time it comes out looking like a real cloth. My wood was my least favorite, only because I left that for last and didn’t get to spend as much time on it as I would have liked. I added Metal nails for effect, but I am sure with a few more hours it would have been much better. I received a B+ on this for my grade Mainly due to the wood.
Our second project was to Hand Paint a barrel to tell a story. I choose to do an old radioactive barrel with lots of damage, rust and mold. I really enjoyed making this one because It was fun to see a nice fresh looking barrel become old and beat up. I used a bunch of different techniques in this one to get the final result and lots and lots of different layers in Photoshop. The trial and error were fun on this one and learned very quickly it is fun to make a layer and experiment and if I don’t like it, just delete and start something new. That’s how the mold turned out. I had several different versions of the mold and after receiving a few critiques decided to end with this version. I received an A on this for my Grade.
I am currently working on Legacy/Current Generation Textures making another wall, and soon will start on a box. So I will post those at the end of the month once they are completed. Enjoying this class for sure. It’s nice to get back to feeling like I am making art.
Keep Calm and Sail On
Just a little something I made for my Full Sail University Networking Group on Facebook.
Back when I first started at Full Sail, we were told “NETWORK!!!” I mean, almost every day we were told how important it was to network and get to know people and come out of your shell. Well I took this very seriously and when it came time to try to network on Facebook, I found it very difficult to find one good place where I could reach out to as many Full Sail students as possible. There were plenty of groups here and there, Full Sail Soccer group, Full Sail Writing group, Full Sail This group and Full Sail That group, but no Full Sail Networking group, (that had more then 100 members). So I took it upon myself to start one and make sure it became the go to place for all former and current students to come and network with each other. Little did I know this was going to become the BIGGEST Full Sail group on Facebook with over 7,500 Members as of this minute.
I am just honored that it has become such a great community and place for us all to get together and discuss all kinds of things. A place where I hope I am making a difference and connecting people together that might not have had a platform to meet. Where people might find that next contact that lands them that job. Where someone might be encouraged to come out of their shell and maybe make a new life long friend.
So if you have happened along this post and are a Full Sail Student, Full Sail Alumni, Industry Professional, or looking into attending Full Sail University, I invite you to come on in and say hi.
Visual Effects 1 – My 3 Projects – Full Sail University
Visual Effects 1
This month I had Visual Effects 1 and we were tasked to make some pretty awesome effects in Maya 2015. My first project was a Rube Goldberg Machine. We had to practice making rigid hard bodies and passive hard bodies. Along with different fields I was able to make the Rube Goldberg machine work. I then gave the scene some colors and also practiced lighting the bulbs by making the texture glow instead of using a light.
Quick History lesson
For those of you who don’t know, Rube Goldberg was the guy who invented the machines that you already know about. They are the machines where one thing triggers the next and then that thing triggers the next and so on. You probably just didn’t know that was the name of them. Reason everyone knows about them is because he was a cartoonist that drew these wild machines that we have all seen in cartoons and now in modern days people build them, but fun fact, that most people do not know is, he never made one himself.
Rube Goldberg (1883-1970) was a Pulitzer Prize winning cartoonist, sculptor and author. Reuben Lucius Goldberg (Rube Goldberg) was born in San Francisco on July 4, 1883. After graduating from the University of California Berkeley with a degree in engineering, Rube went on to work as an engineer for the City of San Francisco Water and Sewers Department.
More info on Rube Goldberg here.
Here is my Pre-Pro Storyboard with my plan of what I was going to use and how I was going to do it. The fun thing about this class was they made us do our story board and plan before we even knew what we were capable of doing. My guess is so we didn’t feel limited to what we knew how to do and it would challenge us to try to learn how to do what we wanted.
Here is my final project, Please watch in HD if possible for best results.
Rube Goldberg Machine – Lesson 1 – Rigid Body Dynamics
Our second project was a Foundry scene that was given to us and we had to create particles for Smoke, Fire, and Liquid. We had full control of what the scene would look like. We used all kinds of particles to create certain looks. Lots and Lots and Lots of setting tweaks to try to pull off certain particles. My original plan was slightly different then the final project, but sometimes that happens. My original plan was to do Steam, Smoke, Fire, and Sparks. But I changed it up by getting rid of the steam since it was so close to smoke and changing the sparks to liquid to keep the scene short for rendering purposes.
Here is a look at my Pre-Pro plans. You will see how I had slightly different plans then the final project.
Test Renders of my Fire and Smoke
The Foundry – Lesson 2 – Particle Effects
Here is my final video of Lesson 2. I am very happy with the way it turned out considering some of the challenges I ran into on this project. Of course I see some of the errors and things that I wish I would have had time to change. Please watch in HD for best results.
Our third and final project was a super fun one for me. We had to practice creating soft bodies. The first thing that came to mind when the professor was presenting our final project was Jello! Who doesn’t love watching Jello Jiggle? So I did some research and found a video on-line of Jello being dropped at high-speed to give it a slow motion effect. I wanted to try to recreate that look of Jello falling and rippling in slow motion. But how was I going to do it? After many different methods I found one that really gave it a very nice ripple effect. The first few tests made it very stiff and cartoony. Once I found out how to make the Jello look real, then it came to color and trying to get a good look of the surface. I used a MIA X Material and set it to a solid glass, but then tweaked the settings for hours. Below is a few test renders once I got close to what I liked.
My original plan was to try to replicate the video as close as possible with about 12 pieces of Jello all interacting with one another. Once I got to two pieces of Jello I started running into issues where each piece I added after would change the dynamics of the first two pieces of Jello. I knew that rendering was going to take a VERY long time as I wanted to render in the highest quality of mental ray for this final project so I decided to just work with two pieces but make them look the best as possible. With 600 frames it took over 40 hours of render time to produce the quality I was looking for and the final video shows it!
Test renders of my Jello
Jello Simulation – Lesson 3 – Soft Body Simulation
Here is my final video for Lesson 3 and I am so happy with the way it turned out! Please be sure to watch this in HD so you can see the full quality that I put into it. I mean after 40 hours of rendering at least take a minute to watch it in all its glory. I also found a commercial for Jello from the 1970’s and thought it was perfect for this video. Please feel free to comment below and tell me what you think of all these projects.
Hope you enjoyed my 3 projects from Visual Effects 1 as much as I enjoyed making them. Feel free to let me know by commenting below. I sure learned a lot about Maya and how to make things look amazing within it. Excited to continue to learn more. On to the next class!