Saturday, June 8, 2013

Toon Head update


 I added some 'umph' to the hair to make the silhouette pop more. I also started the body, but I'll show that progression later. I just wanted to show the improvement on the hair from last time. I also altered the neck a bit to make it thinner. I think I'll keep pushing in the neck to make him more of a pencil neck.

Sunday, June 2, 2013

Toon head

This week I wanted to do something a little different for me. I normally try to more realistic models and sculpts so to break the mold and challenge myself a bit  I spent a few hours on a new model.





Here we have my first toon character. I only did the head right now because I just wanted the practice and experience. However, I really enjoyed this project so I think I will keep going and give him a body and then texture him.

At the top I did a quick drawing inspired by a 2D artist I follow on Deviant art. I  then took those drawings and imported them into blender to begin modeling. I spent a total of 4 hours on this character from concept to where it is now.

The head, hair and eyes are all different meshes.

I would like to go back and accentuate the hair more and make it more bubbly and really push the exaggeration on it.

More Alonzo



Here are two screen captures of Alonzos face that I modeled in Blender then sculpted in Mudbox. The top image is just the sculpt with no painting. The bottom is my first attempt at coloring him. I still have yet to actually give him hair (on the top of his head). I'll be taking another stab at texturing him at a later time.

The following is a bit of my process on what I have thus far.
Above shows my shaping the model to the contours of Alonzos face. I'm simply trying to make the topology flow properly. I had no intention of animating this, but I wanted to allow for the possibility. So I payed special attention on the edge flow around the cheeks and mouth as well as the eyes.  It was important to me to really capture his natural creases.
Above is showing how I'm comparing the two faces. I got the general topology down, so now I'm making sure to actually capture his likeness. Here I'm paying closer attention to his jaw line, the various creases in his face and the depth of facial land marks.

Above is just a smoother version to see if the model will retain the desired look when smoothed out. I find that smoothing can really throw off some things, so I like to double check constantly.

Above shows my beginning process of sculpting Alonzo's face. I'm giving more attention to those deep creases sprouting from his nose and eye. I also added bags under his eyes. I haven't started any minor details like pours, imperfections, pimples, moles, hair anything of the sort. Right now I'm just getting the big details and working down to the finer things.


Finally I have added his hair, a pimple he had and I gave his skin more imperfection with the imprint tool. This is most evident on his nose as I tried to imitate pours. I also added veins on his fore head and the creases there too. 



Finally, here are the images I was using for the model and sculpt.

Thursday, May 2, 2013

The Amazing Alonzo



     Here is a model I am currently working on to help improve my character model skills. Right now I'm really trying to focus on topology and making sure that if I were to rig this face it would deform just like the real thing. I don't think it looks too much like my friend yet, but I at least got the base mesh down. Now its just a matter of tweaking to make it look more like him.
     Once I'm done with this base model I would like to bring it in to mudbox and really dig in to the details.

     Any suggestions on how I could make this look more like my friend? Or maybe suggestions on topology?

FYI, this took 4 hours and its only my third face.

Monday, April 1, 2013

More Helcha Animations

Here are two more animations for the character Helcha, which I modeled, textured and animated for a game I'm working on with my friend Merphy Syphokom. Here we have Helcha landing so he can come to a stop after moving. I also have an animation of him eating something. Next step is implementing them in to the actual game so he can move around and enjoy foods.

Saturday, March 23, 2013

Helcha Animations

Here are some first drafts of Helcha's animations. The first is one of his idles, the second is him taking off and the third is of him flying, which is basically his walk cycle. Only the fly and Idle cycle, but the idle is meant to match up with a few idles, or him taking off. All the animations must be done by Sunday the 31st. I still need to finish him eating, second idle, and a sick walk.

Monday, February 25, 2013

Drake WIP

Here is a work in progress of another creature I'm working on. This one took me about 3 hours to model. I'm looking forward to texturing it and rigging it, but I'll have to do that another day. Not enough hours in a day...
I'll post the finished product posed and textured. Keep a look out!

Saturday, February 23, 2013

Helcha model

Here is the second proposed character for the mobile game my friend and I are creating. I call him Helcha for now. He took me about 8 hours or so to model, rig and texture. I really liked modeling him. I also want to improve his rig to make it even easier to use.
I really enjoy doing a model a day, just wish I had more days to do it.  The programing has gone underway too so hopefully I'll see these guys moving around soon.
The next challenge will be making his face change through texture. Never done that before, but I'm looking forward to tackling that issue.

Monday, February 18, 2013

Quick Model

Hey every one!

Today I decided I'd spend the day creating this little guy. To help a few friends and myself we decided to make our own game. Something simple and easy to do so we can all learn to work in a pipe line and how to use various game building programs. this little guy, who is currently nameless, will be one of the avatars. I mainly just wanted to have some fun rigging with this character and learn some of the ways blender rigs.
It took me about two hours to model this guy with all the distractions I had. Then another couple hours to create the rig and a couple of minutes to texture it. I want to tweak the rig a bit to make it more user friendly and really define its limitations so no one can break it if animating. I also want to touch up the texture and make it pop more. I just wanted something simple for now to slap on there.
This model was created with Blender and Photoshop.

Saturday, February 16, 2013

Stegosaurus



Here is a dino I created today. I felt like making something that could be seen on the History channel. I love watching the dinosaur shows, but usually don't like their animations or how they look in general. I wanted to make something that could give them a run for their money. Of course, this still needs work. I don't like how the plates and spikes don't look connected to the skin, so I'll tweak that. I also plan to bring this model in to Zbrush and sculpt skin, grooves, chips, cuts, scars, ect. ect. to make it look more life like.
I'm of course open to suggestions/comments/critiques, so please don't be shy.

Zombie dies

This is the death sequence of the zombie from before. I currently changed the arm that is flailing around to be a bit more realistic. I haven't rendered the update yet thought, so keep an eye out for it. I also have made changes to the walk cycle to give it more weight and cycle cleaner.

Soon I'll upload the protagonist who's rig I just finished. I'll complete her walk cycle first.

Wednesday, February 13, 2013


This is an animation of a zombie character I created. The character will be used for a mobile device game. I tried to give the zombie a relaxed walk that conserves energy. I'm thinking about bringing in the arm swing so its not so wide, especially on the arm that is half missing. This is still a work in progress and will be refined as the week goes by.