A small modelling project after Alien Isolation submission at work. Started as a weapon trailer for my AV8B until I found a cool reference of CROWS (Common Remotely Operated Weapon Station) and decided to mount it with 2 M240 on top. So, I shall name it as a SVB (Scout vehicle bot?) or whatever.
Unfortunately it was extremely busy at work as I was involved in a demo for our game, I couldn’t finish my entry before the submission date. Congratulations to all the winners and finalists with their superb and inspiring artwork.
I decided to split the project into two – 1931 Frankenstein and a firefighter(will be update in another post) instead. Here the final render with Vray.
Some Zbrush Render
My entry for Zbrush Central Twisted Horror – The monster as Fire Fighter. He was afraid of fire wasn’t he? No more.
Some metal hook for insert brush
Accessories – Oxygen Meter
Some concept sketches for the character
Personal Project for some hard surface modelling.
Preparing Decals sheet to be projected in Mudbox
Texture process in Mudbox. 8 Multi tiles textures for the body itself.
Texture import into maya then some material tweak with vray, import my character and render a shot and comp with WIP background painted by my friend Bradley Wright. (Click to see his amazing concept work)
A quick walkcycle anim to test my character rig and skin. Haven’t done any walkcycle since college, good old days
Test render with walkcycle animation. Learned vray linear workflow and render using sIBL. HDRI downloaded from http://www.hdrlabs.com/news/index.php
Variations for the crew and this is a quick one, just worked on the face, pants and diffuse texture! Thanks to my colleague Zi for allowing me to use his face texture.
3rd variant, and that’s my face
This was meant to be a props for my August Robot, but I end up adding more and more details to it, while learning Zbrush hard surface modeling. Now I need to find a way to export it for August Robot ready to shoot some head. Well… I should give him a name instead of August Robot, what about Augustus Mk I ?
Stan Winston School Of Character Arts was having a competition for designing a 3d Robot in August 2013, which they name this month as Robot Month. (What an honor with my birthday is falling in August too)
Although I’m not participating the competition (I knew I could never finish a robot within 2 weeks with my amateur design skills and 0 knowledge on zbrush hardsurface modelling) I took this opportunity to be on the same page with my colleague Stefano who was joining it and Brad also doing some 3d modelling. Learnt and have lots of input from these guys.
Some WIP and concept development of my August Bot:
Robot Blocking, try to make it a MetPolice robot, with boxy shapes and simple form. It’s holding an MP5 because I’m planning to put him next to some policeman photo. (Not sure if I’m allowed to take their photo in UK, I know it’s not allowed in Barcelona
Quick concept done in zbrush
Obsidian Reverie is a CG shortfilm I’m working with my colleague Brad Wright and Stefano Tsai. Brad is the director and concept artist, Stefano works on environment and Vehicle while myself doing characters. As I’m currently environment artist at work, I haven’t been doing a lot of character work so just take this opportunity to learn to make CG characters, include learning zbrush, skinning and rigging in 3dsMax, and also my 1st time using Vray. Enjoying every moment of the project working with 2 truly talented and inspiring artists.
To see Stefano and Brad’s update here - http://obsidianreverie.tumblr.com/
I’m trying to match him to an earlier concept. Felt I need some rework on his trousers although there is a possibility to use cloth simulations for the short.
Danny’s fullbody is done, gotta give him a rig for a walkcycle now. And what’s left? the helmet.
Medium Close-up shot of his textured jacket
Director decide to go for stylize character, and here’s the stylize sculpt in zbrush
Danny’s Head Turntable
Made the hair with planes instead of hair and fur to save render time in Vray. Guess what, that’s the hairstyle of Brad, and of course I got this approved right away
Look Dev for character’s texture and shader. Start from polypainted toon texture to realistic skin texture. Render in Vray with VrayFastSSS2, and an additive VrayMtl for highlight in VrayBlendMtl.
Danny Fullbody Sculpt Turntable
Danny Head Sculpt Turntable
Look Dev for the facial of main character – Danny
Look Dev for main character (From left to right, top to bottom). Concept art by Brad Wright