Wednesday, 30 January 2013
Finished Sculpt
I found that the most difficult part of sculpting with Zbrush was trying to wrestle with the topology when sculpting detail. If the mesh is pushed too much the resolution for sculpting becomes less and you end up with an unattractive jagged look.
Over all I’m happy with the basic structure of my model but given more time I felt that I could greatly expand on it. I would like to add accessories and to make it suitable for a game a engine. However, it would have to be retopologised in order to do so.
Monday, 28 January 2013
Animation Showreel
Cycle 1. Heavy: Walk
Heavy Rig by Sachin Pokhriyal
Heavy rig Available from: creativecrash.com/downloads/heavy-character-rig
Cycle 2. Bull-Creature: Quadraped Walk
Rig by John Vassallo
Bull-Creature Rig Available from: creativecrash.com/maya/downloads/character-rigs/c/bull-creature-rig--3/comments
Cycle 3. Scout: Run
Scout Rig by Enkidu13
Scount Rig Available from: creativecrash.com/maya/downloads/character-rigs/c/team-fortress-2-scout/topics
Cycle 4. Krag: Double Bounce Walk
Rig by Doug Hines
Krag Rig Available from: creativecrash.com/maya/downloads/character-rigs/c/krag
Friday, 25 January 2013
Sculpting the Krogan
After skinning the maquette I begining to sculpt the base shapes and form of the character. This was done using the Clay Tube Brush and Move Brush. This are allowing me to build up the land marks of the character and begin to refine its form.
The main goal of this design is to incorporate the Krogan suit into it’s anatomy. The top heavy aspect of the original design is reduced by lowering the neck piece of the suit and making this part of the structure of the character’s back.
Friday, 18 January 2013
Creating The Krogan
I took a similar a approach to my previous builds and made a silhouette to use as reference for the proportions of the Krogan. I'm opting to use Z-Brush as the main program for this build as I want to start to develop my 3D sculpting skills. As this is to be an entirely organic character it lends its self to this process rather that building it geometrically in Maya. This will been a challenging build as I am unfamiliar with the Z-Brush package and pipeline.
I'm using Z-Spheres to build a maquette to give the form of the character. Having used Z-Spheres for the first time it is apparent the advantages they have when building the base mesh of organic characters.
Friday, 11 January 2013
The new goal I'm setting is to adapt the alien Krogan species from the Mass Effect universe for use in the medieval world of Dragon Age.
The Aim of the design is to stay true to the species’ original anatomy while losing the sci-fi nature of the character. I feel that the original design is rather top heavy and would like to adjust this in my adaptation.
In order to keep to the nature of the original Krogan design I aimed to incorporate the Krogan armour as part of it’s anatomy. This would maintain the character’s essence while allowing the character to appear at home in a medieval setting.
The character of the Krogan race lends its self to the typical barbarian class of character seen in other fantasy games.
The Krogan
The new goal I'm setting myself is to adapt the alien Krogan species from the Mass Effect universe for use in the medieval world of Dragon Age.
The Aim of the design is to stay true to the species’ original anatomy while losing the sci-fi nature of the character. I feel that the original design is rather top heavy and would like to adjust this in my adaptation.
In order to keep to the nature of the original Krogan design I aim to incorporate the Krogan armour as part of it’s anatomy. This would maintain the character’s essence while allowing the character to appear at home in a medieval setting.
The character of the Krogan race lends its self to the typical barbarian class of character seen in other fantasy games.
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