Monday 26 May 2014

2 day project #2: Earthworm Jim

The time is up and here's what I've created in these two days. I decided to go for this 90's video game and TV super-star Earthworm Jim.

Earthworm Jim
Earthworm Jim, 2014



Last week I thought that the task was challenging, but geez, this time it really made me sweat. I really encourage everyone to try challenges like this, because it's a super fast way to find out which skills should be improved. Even though I was confident that the retopo part wouldn't be a biggest problem, I still managed somehow to spend ridiculous 2-3 hours on edge loops in palm area, not to mention sculpting cloth folds and baking textures. Now that I'm not under the pressure of time limit, most likely I will prepare this piece for my portfolio with better textures and materials, but for now take a look at my version of Earthworm Jim and leave your feedback. Thanks!

BTW, if you still don't have BoolTool, go and get it now!






Sculpting stages

Wireframe


Thursday 22 May 2014

Ray gun

Ray gun

The weekend is coming really fast and I decided to do another 2-day-project. Previous theme was hard-surface character modeling, but this time I will go for something more specific, something from the 90's, cartoon-style, you probably get the idea.

I know this may sound too easy, but can you guess to whom this ray-gun belongs?

Sunday 18 May 2014

Robo-ninja


My 2 day project is ready and I'm really happy of how it all turned out. Mainly I work with more or less cartoony style, so you can imagine that this was quite a challenge for me. I could've kept working on this- clean up the geometry, add more detail, optimize shaders, render in higher quality, but I really don't need another work-in-progress project in my account, besides I actually think that it looks quite cool as it is.



The sculpting was a really rough process, but what I learned is that you don't have to create the perfect  edges and faces, instead focus on "control points". Of course it is much easier when the sculpted mesh looks like the final result, but if you aren't a pro, then it is ok just to set up the basic shape and then during retopo stage fix all those bumps. If I would've tried to create a perfect sculpt, then it would've taken me a week or a month, so it is really essential to know when and how to cheat.



Materials were also challenging, because this is the part where most artists screw things up or make you fall in love. The geometry itself can be quite primitive, but if shaders are made with a deep understanding then amazing things can be achieved- this was the fact that bothered me and also pushed forward. Basically I started with creating an individual shaders for each material- painted metal, chrome, plastic, fabric and so on. All nodes were grouped and attached to the "master shader" where I combined everything with textures which worked as masks. To give a bit more randomness I overlayed a dirt and galvanized metal texture.






Overall as I said- the project was real fun and even though it didn't end up as a some kind of robot-pilot as I thought it would, still ninjas are probably even cooler!

Saturday 17 May 2014

Robo-pilot helmet



Today I wanted to go for some quick sculpting, but in the end I really liked where the whole thing is going and decided to continue with retopo. Sure I sound like a geek, but this hard surface modeling stuff is real fun!

Thursday 15 May 2014

WIP: BMW series 1 coupe





Another one of my WIP's. Currently I'm a bit stuck with my Huntress project and because I don't want to screw it up I decided to take a break again and gain enough skill to continue it later and hopefully finish it soon.

In my opinion car modeling is one of those things that each CG artist must do all the time, because it's a good topology training. Even though at the moment it hasn't been too challenging to model entire car as it was to model combat gloves for the Huntress character, I still learned lots of tricks and there are even more to discover, after all this is my first CG car.

Since I started this piece to enrich my portfolio and learn lots of new stuff I believe that taking shortcuts at interior modeling would contradict the whole philosophy of the project, that's why after fixing the tire tread geometry I'll most likely move on to the real challenge and will try to fill that emptiness behind glass with some nice details.

Wish me luck cause I'll need it!

Tiny airfield



I believe I can't say too much, just that I'm working on a new project for Sparkling Society and as usually I will be trying to get the best out of the visuals. I'm sharing this small preview so that you get the taste and hopefully you'll love it!


Cheers!