Thursday 17 September 2015

Update 4: The Goblins are Back!

Yay for goblins! I brought these guys back for an update.  I did a little work on their textures, mostly the knight but here they are in their little camp site! In my head they all have their own little character quirks, I wont go into detail but you can probably gather a little from this scene.  I still have a long way to go in learning about Unreal engine 4 but I think this scene looks really nice and all I did was import the models and textures and place a few lights! Looking forward to getting to know the engine a little better and start producing much nicer work!



Tuesday 15 September 2015

Porfolio Update 3: Real Time Renders

I think this is the first ever post I have done showcasing a real time render prop :p  For those of you who don't know real time rendering means no extra time is spent by the computer to calculate the final look of a scene or model.  This is used for games mostly since all the action has to happen instantaneously.  Movies and animation however tend to use rendered images which means computer time has previously been spent calculating light bounces, reflections, refractions etc to make the image look more realistic.
This prop was actually modeled a while ago.  I built her for the first week of my character modeling course at Gnomon.  I was binge watching Attack on Titan at the time and I really liked their outfits! but I didn't have enough time to model a realistic version of one of the characters so I built a Chibi style version of Mikasa.  It was really fun to go back to this model and tweak the modeling a little and bring her all the way through to a textured asset.  It was a little tricky but I managed to get a model through Substance Designer (Material building program) into Unreal 4 (Game Engine).  At some point in the future I hope to take a model even further by adding animations and control but that will be a job for future me! For now I will be getting back into Substance Designer to work on my Enigma Machine.



Tuesday 8 September 2015

Portfolio update 2: Bella in Color!

OK second upload.  This one was a little trickier than the desert fortress not in terms of painting or anything that was pretty fun actually but going back to 2015 Maya broke a lot of my characters materials like the skin and hair shaders.  I think I will try and fix these at a later date but for now on to the next one :D

So for those of you familiar with my work the character in both of these shots is Bella from my Character design online course with Gnomon.  Since finishing the 10 weeks of modeling I have textured her and played around a bit more with the hair system which is just so cool I recommend it to anyone who doesn't mind the cost its really fast and can produce some great results.  Don't take these renders as an example somewhere between me actually building the hair in Maya 2016 and rendering it in 2015 a lot of the connections got messed up but check out this link to see what GMH2 is capable of GMH2 hair.
The background was a mini environment project I used to get a little more familiar with texture painting in Mari.  Painting a lot of basic models really let me get to grips with the layered workflow and integration with Maya.
There is a little bit of a story behind the piles of coins though.... A long time back I actually did a little gif of a pirate treasure chest filling with coins coins!!.  Try as I might I just can't get Maya to generate a cascade of primitive objects like you would imagine in a liquid simulation.  I have tried physical emitters but even with letting Maya run for like 45 minutes churning out one coin per second and calculating all the forces (it turns out you can only simulate these with spherical collier meshes hmm...) there doesn't seem to be a way to actually convert the resultant piles of coins into actual geometry.  There are a few scripts out there that promise this but I couldn't get them to work.  So the work around I used for the treasure gif a while ago was to create a lot of coins hovering in space and just drop them and let Maya churn away, much to her distress I am sure, working out all the collisions.  Still for this one there was just toooooo many coins.  Despite the long time it was taking to actually simulate the coins I was determined to find a way without actually placing each individual pile the long way.... Fast forward about 3 determined but ultimately fruitless hours and I finally bit the bullet and just did it the long handed way which only took like 20 minutes opposed to the several hours I had spent trying to do it a smarter way :p oh well live and learn!
For me there is still a tonne more I would like to learn about texture painting and material design I am slowly starting to piece it all together but there is still a ways to go.
It was so fun for me to take Bella through to a textured state, I hope you all enjoy the final look!
Thank you for reading this far :)

Monday 7 September 2015

Portfolio Update

Its been quite a while since I have posted anything but here is one of the few projects I have been working on for my showcase Portfolio.  Some of you may remember this one from my Environment Modelling course well its all pretty and in color now :) yay!  After battling and I really mean battling in like the most serious way with rendering in Maya 2016 I finally gave up and reverted to 2015 for this piece.  I have also been playing around in Substance Designer which produces some beautiful materials which I will be playing with for my game props later on but for now here is my slightly more basic Maya rendering skills. enjoy!


So this is one of about 13 projects I am currently working on :p I will hopefully be posting a few updates over the next few weeks showing how the other projects are turning out :)  I have a couple more environments, a new character, some cool props, the Willys Jeep and a little work on my adventurer Goblins! so now I have to decide which one to work on next... hmm... oh yea I am also putting together a 120 page sketchbook, while I get back into drawing by hand, almost forgot I should probably go back to that for now.. ok bye :)