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Showing posts from December, 2017

Character Assignment - Final Rendering

I finished my final renders for my character assignment yesterday. I had spent the day before posing and lighting the character to try and get it to fit with my chosen image. My character's story revolves around performing a ritual in front of a bonfire before dozens of other people so I wanted her to be near a bonfire and ready to summon a dragon. It was a bit of a challenge to get the render's lighting similar to the image and considering we weren't using Arnold or Keyshot with a retopologised model, it made it a bit more tricky. It was a lot of tweaking and adding texture and noise in Photoshop to try and bring everything together as best I could. I'm pretty happy with the results and hoping to have time to retopo the model in the future and get some nice posing and renders finished.

Master's Project - Updated Animatic

I've updated the final animatic for my Master's Project 'Cure'. I changed the timings, increasing most of them to give the audience more time to assess what's happening. I also added in some sound to help the story.

Character Assignment - ZBrush Polypainting

I spent yesterday and today finishing up my model and putting some colour on it. I've since added more detail to the paint as well as posing the character and adding in some lights. I just need to tidy it up and render tomorrow.

Character Assignment - ZBrush Clothing and Hair

I'm very nearly finished my sculpt, just need to add my skirt and tidy up a few things before I paint and pose. I was really unsure to begin with how I would make my braid for the hair but I found a video on YouTube that really helped: So I used this as a basis to build my braid before adding a sphere for the rest of the hair and sculpting it until I was happy. With the hair finished I tidied up some things on the body before adding in some clothing. I built the bracelets in Maya using a torus and pushing the inner ring further into the centre to create a more concave shape. I also built the basis of the gauntlet in Maya using primitives of boxes and deformers to build the basic shape before importing the individual pieces into ZBrush to build the whole gauntlet. I then used masking and the extract tool to pull out the base clothing before going in and adding in bandage-like details. I'm really happy with what I've been able to achieve so