Dave’s Head Development

Development

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Using the base mesh I created the second time, though broken down sections, like the ear and what would be the mouth already attached.

The ear was a major obstacle but by building it separately and attached with a sufficient even poly flow throughout the entire head.

Heads are no way symmetrical though like the ears, these were mirrored but only then reshaped to match the reference photos. Half of the face was mirrored to only then reshape from the reference photos used.

 

 

 

 

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I wanted to go further with head and experimented with the hair/fur modifier whether it was worth pursing later the development. Though the hair would be mapped out from the texture projection but thought to push it anyway. Regardless how it would come cause then if I knew it wasn’t to go into the final render, at least I had a go with it.

 

 

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The modifier was completely knew to me but something to consider when doing creatures or other characters in the future.

Apart from the ear, the nose was also difficult by not the size but the way it was angled and the photos muddled my perception from one angle to the other. It thought it was best to get the correct topology done before heading into ZBrush for the sculpting.

The original idea panned to do both the sculpting and texturing within ZBrush as more options and tools were more diverse than it was with Mudbox. However this would anticipated if there was anything to go wrong to switch to Mudbox if need be.

From division one to eventually subdivision six, the details was building up bit by bit. Like the previous attempt was to leave the set of eyes out as a separate object, as work on the eyes themselves would be a mix composition of the photo but also improvisations within Photoshop.

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More work went into the strains of hair from the head towards down to the beard.

 As anticipated the problem arises when the “applink” to assist the texturing side was buggering up the version ZBrush the computer was running. Mudbox was to lead to the texturing side and ZBrush finished. Importing to Mudbox did have its faults. This image was subdivided six times to make up around seven million pixols which is smooth running but once exported to Mudbox, I could only reach 10-12 fps. As this was only the texturing side, the subdivision 5 mesh would be used for the poly projection. Instead of projecting the entirety of the reference on to the mesh to only muddle the rest of the texture. Only a small section would be painted though this was patchy work and heavy clean up would be needed in post-production.

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The clone tool and patch tool played a major part in fixing the errors and lots of colour correction to get to a satisfactory state. For the face alone, a diffuse map, spec and normal on both the face and the eyes were originally 4k resolution. Diffuse, Spec and normal on the face were reduced to 2048*2048. The eyes dropped to 256*256. The helmet dropped to 1024*1024.

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Retopology was considered but dropped the idea as the ZBrush subdivision 1 mesh changed so much compared to the low poly on the far left of the image above. The subdivided model hovered around the 26,000 poly mark which was more than efficient for head. Admit tingly, edge loops could have been removed to optimize the mesh a bit more.

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By creating a series of planes around the areas of the face to only to be “object painted” along the mesh made work less time consuming. Though I did not finish in texturing all of the planes, it certainly slowed the machine even though the it was only a few thousand polys.

This would be something to add on for the final render in the future.

The head itself was pretty much done and was ready to render within Max, though I thought to tryout the new version of Marmoset to render out the beauty shots there. A software package already installed since launch but never knew how to work with it. After some brief start up guides. I’m really impressed with real time shaders the package offers and insist to use it in future work.

The helmet was the same as before but was reshaped from the new head this time and textured to have some wear and tear.

 

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Conclusions

The head specifically has improved in terms of quality and accurate around some angles but the front of face was difficult in interprete as I knew changing would change the rest of the look of the face.

The refernces of photos were great to use though even with the final renders, there is still a few patches from the hairline visible. But nonetheless, this is something to learn from in the future.

Improvements

I think the helmet does let it down somewhat but better than it was in previous attempts as the empty spaces in bewteen the faces was reduced as much as possible.

I’m happy how the renders came out from Marmoset and tend to use more of it in the future, I.e Masters Project & professional work.

After this project, more attempts in character modelling with photo reference can only help me to practice more and become more efficient at it.

Recreating an historical representation of Old London Bridge based from historical references & Works

Parama View_1_30_16
Throughout this summer, I shall attempt to rebuild a lost English heritage for my Master thesis. London Bridge or old London Bridge as it is called nowadays. To the general public, some will assume Tower Bridge. The London Bridge you see today is not the original site but only a few feet away where ST MAGNUS church is. Back then also the Thames River was a bit wider than it is today.

As part of my thesis, I want to recreate an accurate representation from the historical artefacts available and other works to base the inspiration for the areas that are up for interpretation. The period is set around the 1600’s as there is no pin point reference to base everything on the Bridge is from.

The bridge itself will only be small section but pact as if it was rush hour. The bridge is to be rendered within 3D Max and rendered with mental ray.
From start to finish all the research, developments will be recorded here throughout the span of the project.

Reference Title picture from Film Anonymous, 2011.

 

Master Project Ideas

April-September 2014

Ideas

– Testing 3 separate game engines to investigate which is a more efficient and a more practical engine to use. Game engines perform differently depending on what the developer is aiming for. To test this, I intend to build a character of my choosing with an appropriate diorama scene fully lit with dynamic/static lights. The game engines in question are some of the most prolific ones (Ones available to the public). Cry engine 3, Unity and Unreal 3 though Unreal 4 recently came out is another possibility. As we step into next gen, more realism, more polys and ever more complicated yet sophisticated at the same time. This investigation will confirm from personal experience, which engine is more at ease for the next decade.

– Understanding the key differences in between motion capture, and key frame animation. A lot of developers, i.e. indie developers don’t have as many resources as the triple A companies might have. While many packages offer an alternative with CAT motion and key frame is a true cheaper way in doing animations for characters/creatures. Motion capture, captures life like movements as a typical person would. This investigation is to duplicate works from games to even films from a motion capture point of view to one that is created without motion capture. Using a variety of techniques to achieve or close enough to achieve.

– Building an 3D environment based from old maps. An area fleshed out before in documentaries and drama productions though rarely an exact replication for a video game. A experimented game called “Dear Esther” explores a spectacle view of a coastline and rock caves. While doing the same for a London scene could not be done by one person but a section (corner). This is an area that could go into the educational side than just games. Characters could be an alternative if a corner street becomes too demanding. Why London? It is a dense populated area during the 1700’s and continues to thrive. And with plenty of documents from the national archive. This would be a great reference and extend my horizon a bit to further fields of area of work. This does not have to be London per say but a recognizable city people will know.

– Expressing emotion without sound is more difficult than intended, especially doing it by hand or frame by frame. Currently testing that theory for myself but has kept on stalling because of other projects. This sequence would be like a short film as the character will interact the environment as the subject.

– Recreate a statue from the past. From a museum as the best reference, the statue in its awe and glamour to bring it to life. Giving her/his perspective in the the time its set. This is more aiming towards the educational/history route/

While these ideas brew up a bit more, a supervisor needs to be set up as soon as possible to specialize the areas I wish in ending up in. Hone in current ideas or make new ones?

SuperHero Moodboards

Dave Portrays?

 

Iron Man

Firstly Iron Man, the years of saving the world has passed as his physical performance now lacks the stamina and strength. As a wealthy man already, Iron Man (Dave) does everything in his large estate and becomes lazy. Everything is delivered to him, this includes food and women. Dave loved his suit as it been a part of him for many years. He never takes it off unless he has to. His current lifestyle take atoll and realizes he struggles to fit inside his suit. Though he tries, the suit buckles under the strain and areas like the gut, arms and head area is slowing ripping apart.

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The Human Torch

The human torch (Johnny “Dave” Storm), has no particular qualities in life except for being a player with the ladies and occasionally saving the world in the disbanded team of the “fantastic four”. His flame powers has also limited to his hands and feet primarily leaving the rest in the cold. Dave is now withering older man serving hot dogs/burger by his stand on the spot in New York City. The only cheer he gets now is from children in amazement when he cooks up a burger by just placing it on his hand.

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The Hulk

Dave Banner, with his immense strength and now the controlled hulk still request peace in his life without too much stress. He is now a heavy duty moving guy. From steel beams to pushing broken rail carriages. While this is indeed heavy work for senior Dave and the hulk but it’s a steady and not to strenuous lifestyle.

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Paul Portrays?

 

Kingpin

The kingpin, already large guy continues to get bigger from poor diet and is reduced spending the rest of his life in a prison hospital. Trapped in a motorized wheelchair and oxygen mask with a strict diet to control his diabetes. His price being a villain towards the system.

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Professor X

The professor has always been a calm guy, ever wondering why he never snaps. The answer to maintain his mind abilities is that he smokes weed to keep the potency. Which answers why he is always a chilled guy and always gives hopefully advice.

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Rhino

Rhino was good at one thing because of his shape and size but also the instincts what a rhino does. His main offensive is to charge. Officials have captured him and tightly restrained him to serve a community sentence rather than a prison one. His service would entail ploughing through obstructed snow in areas of America to digging up ground for construction work. This is a steady and yet a humiliating job for him as he would be tightly chained up as the animal he is.

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Digital Sculpting and Texturing: Marvel Aged/Old Superheroes

2nd semester kicks off and the brief is somewhat humour us. Sculpt a character exclusively from the Marvel universe base from references from either Dave or Paul. However, these superheroes must be old and retired looking. Now I thought initially while Paul was speaking to be the incredible hulk but frail and withered. There must be some justification to choose this direction.

The work will prominently be on Mudbox or ZBrush.

As I’ve got a pretty packed week this week, some initial sketches preferably before Wednesday or Saturday to have a basic idea in my head before the presentation. This time round, the design will be solid early on.

To expand my imagination a bit was to look no less into Marvel themselves to see whether alternative heroes/villains would be the best course of action.

Right now, I’m looking into, Rhino, Spiderman, Kingpin, Hulk, Mr Fantastic and the thing. The links below will give an insight on their early years, current, specs etc.

http://marvel.com/universe/Rhino

http://marvel.com/universe/Thing

http://marvel.com/universe/Kingpin

http://marvel.com/universe/Spider-Man_(Peter_Parker)

http://marvel.com/universe/Hulk_(Bruce_Banner)

http://marvel.com/universe/Mister_Fantastic

This is going to be fun.