Wednesday, October 15, 2008

Arturios Zbrush

So here's a little update on Arts' details. These are the big details, I have a lot more work to do on the little details, but with my other models ready for thier rotations (which I shall be sneakin' in to the school to use the sweet new computers for rendering on the weekends, hehehe) I am free to do some decent reworking of this character.




His detail work thus far hasn't taken much time, a good 5 hours or so, but it's the tiny details and texturing that will take time a patience. This is a large picture, but it shows some nice detail, and is a mix of about 4 smaller, close up screenshots from the Zbrush interface.

If anyone has comments or critiques, feel free to post!

Wednesday, October 8, 2008

Arturios Remastered

As of this final semester at CATO, I have chosen my final 4 models for my demo reel. They are Mana, Visarith, Vespoid Scout, and Arturios. I have avoided finishing Vladmira as her base mesh is a little floopy and my over enthusiastic approach to tackle her has caused me more time than I wished for... so on to the back berner she goes :)

Almost all of these are complete, but Arturios needed a very big fix. He was very low in poly count, and poorly done in ZBrush. This was literally my first model done with a model pack, and thus I agree it wasn't my finest of models, but I can not let him go now!

I've fixed his base mesh with the knowledge of what I've learned over the last year, and am proud to admit it's much MUCH better.


The primary changes made if you cannot clearly see are as follows:
- Body in general is smaller and more proportionate
- Features are better rounded and less sharp
- Hands and feet are more detailed to accommodate normal map
- Better use of edge loops and mesh in general
- Much easier to animate with higher poly count

All in all his remade base is much better. He's under 6k tris, and I may make room for some armor, but only if time permits. I shall be unwrapping him very soon and will get going on his normal map and diffuse. He'll also have a specular map, and I may try with some subsurface light scattering on him.