Here is a video turn around of the low poly 3D outfit that I’ve been working on. It is still untextured; the colors are simply temporary placeholders to give an idea of the final color scheme. There are also no normal maps applied to the mesh to indicate high poly details. Those improvements will be added soon.
I finished the low poly skirt:
It looks like it’s sitting a little funny up near the hips, but that’s just because the thigh armor is pushing it forward up front so that it doesn’t hug her figure quite as well as I would have liked. I can’t very well have the thigh armor mesh poking through the skirt fabric mesh though, so it is what it is - clothing doesn’t always sit pretty in real life either.
After basically putting this project on hold for months to focus on other projects still under NDA, I’m making time for my portfolio again. I created a high poly tube top and a skirt/pant combo in Marvelous Designer, but after working with the skirt/pant clothing pieces in Maya for a little while I decided I wasn’t happy with the clothing design and remade the skirt/pant combo into a skirt/skirt combo.
Now I’m working on the low poly clothing. When I create low poly clothing for characters I nearly always use the character body as a starting point, duplicating the mesh and trimming or otherwise altering it to fit the area covered by the piece of clothing. This ensures that as the body and the clothing deform, the topology stretches and compresses in the same areas to prevent clipping as much as possible. The exception to this rule is loose articles of clothing such as capes or skirts.
Armor is usually a different matter. It doesn’t need to match up because it deforms much less, if at all. I usually build a low poly base for armor in Maya, then send it to ZBrush to sculpt the high poly. I have created the low poly armor for the character already, but have yet to do the high poly sculpting.
Here is what my low poly outfit looks like at the moment. (The skirts are not pictured because the low polys are not finished after the re-design.):
I’d like to share a few more images of my 3D female character model.
The high poly sculpt was completed a couple of weeks ago and I’ve been working on completing her clothing for some time now.
I’m very happy with the quality of the sculpt, which I have used to produce a normal map to apply to the final low poly mesh.
I look forward to finishing the clothing, hair, and texture with the same high quality work.
I paused my progress on the high poly sculpt of the female character model to make a couple of new entries in my portfolio using a model created during my time in grad school. For my MFA thesis project I created a sculptural character made of around 50 different props. I dubbed her “the Juggler”, as she’s inspired by all of the working parents out there juggling the responsibilities of work and home and family. I believed that the character would be a perfect way to show that I’m a well-rounded modeler that can sculpt both organic and hard surface models, but I think perhaps I made her too compact and hid too many of the props that I spent so much time modeling.
I’ve been told that my portfolio is lacking in props and hard surface items. I do definitely focus more on organic, and it’s true that my portfolio is somewhat lacking on low poly hard surface, but this character is made up of so many props that I think I just need to feature them more. To accomplish this I am making exploded views of each of the character’s limbs to clearly showcase the numerous props that make them up. I would love to make a bunch of textured, low poly props for my portfolio as well, but since I’ve had a request to show that I can make props and I don’t want to spend too much time away from my progress on the characters I’m working on at the moment, this will just have to do for now.
After many fun computer crashes eating up my work time today, here’s what I’ve got so far:
After about a week of working intermittently on the high poly sculpt I’m still finishing up some fine details, but the shape of the low poly is finalized. I rendered a quick wireframe turn-around in Blender. Here is the result.
And here is some progress on the high poly model:
After 4 years of working 2 jobs and never having time to add to my portfolio, I’m finally down to only one job, so I’m using my time off to update my portfolio. Here’s my latest work in progress:
My latest page features a colorful backdrop and a kangamoo mouse named Skippy!
I've been using blank pages to wipe off marker tips when they clog or pick up other colors. So far they've made a design I'm quite fond of on the page next to Skippy:
I hope to make something spectacular on that page for you all very soon!
Textured paper that I water colored for page 3 of my sketchbook:
I have completed the first 2 pages of my sketchbook with the exception of a little round sign on the inside cover that I intend to fill out once my book has been completed and is otherwise ready to mail. May this image bring you as much joy as it does to me:
The Brooklyn Art Library in New York City has a program that I'm proud to say I will be a part of this year: The Sketchbook Project. As part of the project, anyone can purchase a sketchbook from the library and fill it almost any way they desire. The participant then mails the sketchbook back to the library, and the sketchbook becomes part of their permanent collection, travels across the country to art exhibits, and will be catalogued and rotated for viewing at the Brooklyn Art Library as long as it stands.
I have filled my book with patterns and textures. Now for the fun part...
Pages 25-26 of my Cut-Up Sketchbook:
Daily Art has been suspended due to the fact that I have been working on a couple of projects recently with results that I have been contracted not to share publicly.
As such, I will revert back to utilizing this space on an occasional basis to share my works in progress that are entirely my own and such small artworks as are inappropriate for my professional portfolio.
It's a photo day!
Some doodles while playing Power Yahtzee.
I'm really happy with this one - it reminds me of a Rodin sculpture that I saw at Stanford and loved. I think I'm back to good drawing days...
Another sketch. I photographed this one at an extreme angle and I think that I really like the proportions it created.
I colored an existing creature design.
This was an extremely quick sketch that I did just before bed to get an idea down on paper. I had a vision of a creature-version of mother nature where her entire abdomen is shaped like one of those woven, hanging bird nests. I haven't really nailed down the rest of the concept except that her limbs should be somewhat spindly in contrast to the rounded abdomen.
I had an idea for a little creature whose bones got longer as they radiated out from the center of it's body instead of shorter - a creature of backward proportions, so to speak - but it didn't work out quite the way that I planned. This was another poor drawing day. I think that the idea was good, but the execution left a lot to be desired.