Trying my hand again at learning the PBR. Not totally happy with this yet, I need to fix some baking Issues and want to tweak roughness maps, specifically the pauldrons. I’m also getting light bleed into the eyeballs that I’m not sure how to get rid of yet, but Think a 2nd piece of geometry inside the head as a shadow caster might do the trick. Also in two minds of the style, it’s handpainted textures in PBR.
Iterating on it more I got it to here:
Re-textured and Rigged the Bandit model. I really just want to animate the spurs spinning so fast it propels him forward.
It’s the bridge that connects places… to more different places, but that are actually places inside the same place.
I got some normal map fails on the rope so may need to try again there, but finally getting to grips with Xnormal. It’s really a great little program for baking maps.
And a dude that I made a couple days ago. I like his mouth, because he’s happy that he’s about to take down some bad guys.
I found an interesting way to make rope using the screw modifier on a ven diagram like circle layout coupled with the curve modifier. It makes for easy roping.
And for the character, my new favorite method of modeling is to use the shrink wrap modifier coupled with a solidify, really fast and easy to make changes.
Looking forward to animating this guy.
Itching to start making it move, but need a sword to swing! probably not going to have this be the weapon of choice but it will do for now. Also painting shiny metal is hard :S
I really like blenders wireframe modifier, it’s fast and easy. Here we see a stand in sword and the horn states for deah. Spoiler : someone breaks his horns!
Maybe the dude should be wearing armor ala Overgrowth mash WoW. These are probably too generic and boring, but was a fun paint over anyway.
I’m really inspired by Blizzards art style and have a huge amount of respect for what their artists produce. Here’s my stab at making Diablo 3 like trees. Not quite there, but still better than any tree I’ve made before so I’m just happy progress is being made.
Been inspired by the amazing art in Diablo 3, I fashioned a pair of Rare Red Boots, for the sake of texture practice.
Been inspired by the low poly thread on polycount recently and decided to try my hand at the sub 1000 character. with a little more thought I know I could have squeezed it into 500 zone.
This was a lot of fun to do and will try doing more of these kinds of models. Deformation is rough on such low models. +9000 respect for good deforming low low poly models.
obviously the character design belongs to Dreamworks. KungFU Panda.
In a very real effort to learn how to use Blender, the battle of the interface was fierce but I think I’ve slain the beast. Getting my head around it. Modeled and textured a Character, concept found on http://yannouchka.over-blog.fr/ Great animator and concept artist.
I’m wanting to take this through to a rendered animated clip, to get to grips with the whole pipeline in Blender. Tried to get the same feel as the Meet Buck short, didn’t quite get it, but still has a nice feel about it. may need to sharpen up the texture. Very happy with the shadow over the arms, looks like the right value and color. Pictures are screenshots of the viewport, mainly because I don’t really know how to do anykind of rendering yet. The texture painting is cool, it’s a little buggy but gets you where you need to be when you take it into photoshop to do your main painting. The texture started with flat colors and an Ambient Occlusion overlayed ontop, then painted in the 3d view get get some basics down, then finished it up in Photoshop. Was really frustrated with the unwrapping tools until I learned how to use Pinning in conjunction with Live Unwrap… Amazing! in my opinion it’s a hands down better unwrapping experience than that in Zbrush, Maya or Softimage. . Wasn’t very aware of the poly count when I was modeling but happy to see it came in under 1000 polygons.
Nextup: meta rigging.
I should have spent more time on this, at the very least posing the hands! they very stiff and could have benefited from some more overlap in the fingers, and a general polish pass could have added just that extra bit to it, anyhow, I’ll see how I feel in the future about coming back to it and revising, but in terms of animating in Blender, I can honestly say that it’s one of the better programs to do it in. I really like the manipulation tools in the graph and dope sheet, it’s nifty that they work the same way as the 3d view on normal objects! It has curve handles that behave as you’d expect and I’m going to say that it’s a better environment to animate in than what Maya 2011 is. Gogo Blender.