vrijdag 7 maart 2014

Bipedal Werewolf Form

During the past weeks I made the Human Form ready for texturing. But before continueing with textures I decided to first finish on the Bipedal Werewolf Form model. Started off with some sketching.




And decided to take off the tail from the original design, mainly because it would cost to much time to get it to properly work and time for the project is limited given the amount that still has to be done. I used reference material based from the Wolfman Film for the feet and the hands. 


After setting up the concept and some re-designing I used the UV'ed Human Form basemesh to create the detailed sculpt for the Bipedal Werewolf Form. Here below you can see a turntable video on the detail sculpt. 


When working on this sculpt I had problems sculpting in the fur with the right tools, either I will improve this later or I will create a normal from the painted texture(s). It is something I will have to decide upon next week after I also had a talk with my supervisor.

The video here below shows the low poly base mesh. I tested it with the blendshape animation and it works. The sculpting did not break the base mesh, the mesh however has been formed from the UV'ed base mesh. Some checks have to be made as to how the UV layout has changed or been broken.




I hope for the next week to test out the blendshapes, UV's and textures. I will see how I will combine the ripped jeans mouth and teeth on both the Human and Bipedal Werewolf form. And texture the models before starting on the next and last Quadruped Werewolf Form model. 

Improvements Human Form model

It has been a few weeks since I last posted a new update, so here it is. First I would like to notify that the plan was submitted and approved. 

Next I worked on improving the Human Form model, specially on the face and hair. Here below you can see the old and new screen renders and in my opinion they have had a major improvement in comparison the last video rotation. 
(On the left is the old sculpt, on the right the imporved one.)


    

During that week I also worked on retopologizing the ripped jeans and hair. Also adding the inner mouth and teeth

Some improvements on the inner mouth need to be made as for size and placement. However all the basemeshes have been UV'ed and mapped, which makes the Human Form model ready for texturing.



vrijdag 14 februari 2014

First Weeks

So the second week has passed of the 15 week graduation project and I have not had the real time to add an update on the blog, but here it finally is!

Good news the proposal that was send in the first week has been approved and a supervisor has been assigned. This is the same supervisor who I had during my specialization project, which is pretty nice since she has read the dissertation and research so she knows what the direction of this project is.
I hope that over the course of next week I can write out the full plan.


As for the work that has been done. For the first few days in the first week I worked on rereading some of my material, test and setup files, expand my reference library and do a sketch or two. This all  to get back into the focus of the project. During this week I also set up the base mesh for the model of the Human Form (see video below).



In the second week I worked on sculpting the details on the model (see video below).

 

For next week I hope to finish and the deliver the final plan for this project and finalize the Human Form model.

I want to give special thanks to Andreas Feist, Technical Artist at Black Forest Games, who I had the pleasure of meeting at the GDC 2013 in Cologne. He and and of course Black Forest Games were willing to help me out with the vertex order issue by providing technical material, which they used for to solve their problem when working on Giana Sisters, Twisted Dreams. I mentioned them and their game here in a post during my specialization. In the first week I tested the material, which worked like a charm and I certainly hope it will help me later on with the project.

maandag 3 februari 2014

Welcome on the Graduation Project blog

Welcome on the new graduation project blog, on the right side bar you can find some additional information about me, the project and the blog itself. 

The graduation project is a mandatory course at our school, I'm currently studying for a bachelors degree in 3D Visual Art at the University of Applied Sciences in Breda. 
This will be the final project for my study and the end result will determine if I will graduate. 

The premiss for this project is to come up with a plan and finish with a polished result that falls within the work field of 3D visual art. I have decided to continue working on my Specialization Project, (this project can be checked on my previous blog) and 
create a polished real-time 3D character with a transformation animation in-game working within the Unreal Development Kit.

I will share my full plan in the course of the upcoming weeks, since some points and details for the final plan still have to be discussed with my supervisor.