Monday, February 15, 2010

Translation Thingy:

Well, it's been a while since I've updated the old blog, but I'm still working, I just decided not to spam the site too much. Anyway, I've been working on the translation device and monocle for the scientist. As of now, I think the translation device is just about done. The monocle still needs some texture map slapped on it, but hopefully that won't take too long seeing how time is of the essence. . .

Sunday, February 7, 2010

Texture WIP:

Now, to follow up for the night, here's a little current status update on where I'm at with texturing. I'm still not 100% sold on the leather pants, but the blue genes he had before were a little weird. Anyway, I'm not minding the overall brownish tone he's taking, I just hope it doesn't make him too bland.

Normals and Lighting:

Well, forgot to post the shots of the scientist that were in the Alpha presentation. Basically just normal maps and diffuse to test the baked textures. I also did a little lighting test to simulate roughly what he might look like in the game environment (if he were all grey).


Tuesday, February 2, 2010

Final Topology:

Alright, after several hours of topo-grinding, I think I'm pretty much done with the low-poly cage. I'm pretty happy because for once in my life, I actually made my triangle budget! He's sitting comfortably at 9,474 tris, just a bit under the 10k constraint we're working with. He could have been much lower res (and might end up being depending how people react to it) but he's got a lot of detail in the cloth wrinkles and I didn't want to sacrifice it. The result is a bit triangle-heavy, but I tried to put them in places that aren't going to interfere with deformation of the model. Anyway, enough chit-chat, here's the results:



And a closeup of the face:

Zbrush Milestone:

Alright, here it is - the final(ish) Zbrush model! I probably will go in and add a few minor details later, but I needed a break from Zebrushing so I went to work on re-topologizing a low-poly final mesh. Anyway, here are some high-res shots of the Zbrush Model:

Monday, January 25, 2010

Quick Zbrush Update:

About half-way through the first zbrush pass. Still have to work out a few logistics. . .

Thursday, January 21, 2010

Onwards to Science!

Well, I'll probably end up doing some more concepts for the environment, but for the time-being, I have some time to work on the Scientist character. He's a sort of quirky mix of Doc Brown and Einstein with a little Kramer in there as well. Here are a few concepts as well as a quick Zbrush rough for proportions / anatomy:

First concept:

An ortho-sketch:

Rough in 3DSMax:

Rough after some Zbrushing:

Environment Concepts:

Well, through some strange series of events, I wound up being the primary environment concept artist for the project during pre-production. I don't consider this to be my strong suite, but you gotta do what you gotta do. Anyway, here is a sort of 'rough' outline of what the game environments will look like, starting from the boy's house and leading into the rift-wild:

Right outside the boy's bedroom the house begins to fall apart:


Finding it quite impossible to get out of the house the conventional way, our hero finds himself in this strange cave/house hybred after going through a coat closet:


At the end of the cave stands the unlikely front door to the boy's house. There is no reason why it should be where it is, it just is. Out beyond is the great unknown rift-wild:


Outside for the first time, the boy's sidewalk is rapidly falling away and the environment is replaced by strange floating islands. To the boy's left is a strange glowing device that is almost in reach:


After falling through the Aether (the energy dimension) our hero finds himself on an island full of strange and wonderful sights:

Rift Has Begun:

Well, after about two weeks of pre-production on two different projects, the vote finally came around last Tuesday. The class democratically decided to work on a project called Rift. Rift is a sort of surreal / fantasy / sci-fi platform /adventure game that follows a young boy through some rather strange events. Long story short, scientists from another dimension have discovered another dimension full of pure energy and created a device to harvest that energy. Unfortunately, somewhere during the initial testing of the harvester, the membrains of the dimensions became unstable and eventually shattered, creating a multi-demensional rift. It just so happens that this Rift opens right outside the house of our protagonist (the young boy). The Rift-wild is a surreal, strange mish-mash of our reality and the other dimension's reality.

For the scope of the team project, we hope to finish the first chapter in the story, which would involve the young boy finding one of the surviving scientists who worked on the device and getting back to the device. At this point, the device would suck both the scientist and the young boy into god only knows where, ending our project with a cliffhanger of sorts.

If we were somehow able to make the whole game, it would involve the boy trying to help the scientist repair the device and restore the dimensions. Throughout the game, more dimensions would get sucked into the Rift and new dangerous dimensions would threaten the future of the entire universe.

Since I have been studying mostly character design in my time at SCAD, I will be working mostly on characters. However, in our team is the very talented Leng who is also a character designer. As we only have two major characters for the scope of this project, I will stick to the scientist character and Leng will work on the main boy character.

If all goes according to plan, Leng and I should be done with our characters around week 7 and be able to help the other teammates with any left over asset modeling and texturing.

Stay tuned for art updates and the like!

B.S

Tuesday, December 22, 2009

3D Roughs

Well, I think I'm pretty much done with the concept art, so I decided to dive into 3D just to get something going. For this iteration of the process, I'm just working with a very basic box model with terrible topology for the simple purpose of defining the overall proportions of the model. As a result, none of this model will actually be present in the final version as it only serves as a guide in which to overlay the other assets and subtools.

relatively done:


pre-Zbrush:


post-Zbrush:

Friday, December 18, 2009

Time to pick up the pieces

Well, I can't say I've been goofing off, but I can't say I've been very productive either. Anyway, this here is seeking to remedy that little detail before the break is over. I'm hoping to at least get the model done before the madness of school takes over again. This here is a revised sorceress / mage concept that I decided to make because my other concept was feeling a bit generic. As a result, I decided to try to shoot for something a little more eastern and avoid the classic fantasy style if I could help it. Anyway, it's not done yet, but this is what I came up with. compare with the first concept...


new concept

old concept

Monday, November 30, 2009

Renders with Stand:

This is a little late, but I thought I'd throw them up anyway. I haven't gotten around to making a fancy stand, but I found the renders improved drastically by having just something for the Lich to stand on. With that in mind, here are the renders with the stand included (and the concept art):




Thursday, November 19, 2009

Final Final:

Well, this is it. I made some tweaks based on the feedback I got from my presentation. This is the 'presentable' poster format of the Lich:



Not to be forgotten, the turntable movie: Lich King

Tuesday, November 17, 2009

This is The End:

Final countdown folks. DVD, powerpoint, renders. Good luck to you all!

Sunday, November 15, 2009

Final Renders?

Alrighty, I've spent most of the weekend rendering and tweaking, waiting, rendering, tweaking, repeat. I'm not sure if it's just the 5:30 am talking here, but I'm feeling just about done with the whole thing. Here are some pictures to consider:


Thursday, November 12, 2009

Pose with textures:

Alright, here's a few render tests with some photoshop bloom effects tacked on. I'll probably be messing around with the lighting for the next day or two, trying to get everything working the way it should. As far as the pose, I'm not 100% on a few things - mostly just how the hands are positioned. That's enough for tonight though, I feel the bed calling to me with it's sweet siren song...

Dear God Why, Or Rigging WIP?

Gotta love rigging. And man, what the hell was I thinking with all the little dangly bits on this guy?? Thank the gods that I don't have to rig this thing for actual production use because I think I would kill myself. In as much, I'm just getting as much as I need to concoct a decent pose out of this guy. Some early render tests to come soon:

Monday, November 9, 2009

So Close and Yet So Far:

Almost done with texturing for the main lich, but I still have to do the staff and Dagger. Hopefully those won't take nearly as long as the lich did (quite honestly, I can't afford them to). There are definitely some things I could probably do to make this texture pass a bit better, but I'm starting to really feel the time-crunch here. I'm going to move on to the accessories and rigging the lich. If I have time, I'll go back and touch up some of the textures a bit more.

Saturday, November 7, 2009

The Texture Saga Continues:

It's been slow-going on the texture process, but hopefully I should be able to finish it up by the end of this weekend. That may require an all-nighter or two, but better now then later. I've been looking to unify the color scheme a bit more in this pass so I added some color to overlay the entire texture. I'd say I'm about half-way done right about now, more to come tomorrow.


Thursday, November 5, 2009

Textures Begin!

Well, it's been a little while since I posted on the blog, but it's usually because I'm working until about 4 am and I'm too damn tired to post when I'm done. That being said, I whipped my ass and decided to go ahead and post some progress. Not a whole lot here, but hopefully enough to keep me from being screwed in the finals rush. On a side note, I have no idea why his head dress is purple behind his head but I'm too tired to fix it tonight so enjoy the little accent. In other news, I'm probably going to modify the fabric texture on the head dress as well. After looking at some real-life fabric, I realized threads really aren't that course. Oh well, everyone's gotta learn sometime...