Monday, March 8, 2021

Squidface Week 1 - Maya Proxy and High Poly Start

 

Established reference plane in Maya. 
Box Model Character made utilizing SMP, Matched to the Pose of the reference.

From there I straightened the limbs by rotating from the edgeloops to try and retain the original length of the limbs. After that I united the limbs to the body and extruded out the tunic, and here we have Squidface ready to be sculpted on in ZBrush.



Monday, February 22, 2021

Monday, February 8, 2021

Week 4 - Blade Runner Blaster Proxy Modeling and High Res

 


I decided to model Deckard's Blaster from Blade Runner (original and 2049). Considering the Prop is nearly 40 year old, there is plenty of reference to its assembly and in general I just love the look of it and wanted to give it a go. 
 

From here I need to add some more geometry to function as Boolean cutouts and screws. 


Friday, February 5, 2021

Sprint 2 Delivery - Personal Contribution

 

For this latest Sprint, I've been modeling the Deaf Door Knocker in Maya and exporting the proxy model into Zbrush. Overall we are trying to take the art style achieved for the characters by the Jim Henson Company and bring it into our game as close as we can, perhaps making certain details more stylized/simplistic to save time across the schedule. 


Stills of the Character in the Film.

Proxy Modeled with Smooth Mesh Preview
Preview converted to Smoothed Geometry. This is then brought into ZBrush to be boolean'd together into 2 or 3 seperate meshes that will then be sculpted on to look more unified and cohesive. 
The goal is to have the sculpt completed and the Game Resolution Model under 10k polys and succefully baking High res to Low by February 8th so that Alex can take the model and rig it for animation while I texture it.


Portfolio 3 Week 3 - Ember's Textures

 To be frank I did fall behind on Ember this week thanks to multiple real life factors + other school obligations + end of semester burn out...