Posts Tagged ‘Work in Progress’

Goblin - Revisit

The summer is here, and I’ll have at least a month of free time, getting some things of the ground. To get my juices flowing I decided to finish some old projects that’s been sitting lonely for a long time, and by that be able to soon send a bunch of files to my archive drive instead of having tons of unfinished stuff in my project folder.

I dug up my old Goblin project, and had a session in ZBrush with him tonight.

The old Goblin project with some ZBrush doodling

The old Goblin project with some ZBrush doodling

I kinda liked where he was going now, so I’m gonna continue detailing him for a few hours and add some accesories to him and then see how it all turns out. If I am happy I gonna shade, texture and render him, otherwise he’ll hit the graveyard.

Working Music: The Concretes - In Colour

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Destrachan - Sculpting is finished

As Siggraph is this week, most companies in the industry have new exciting things to present or release. And yesterday was definitely Christmas for me. I was like a kid in a candy store with all the new toys I got. ZBrush 3.1 (Outstanding update!), Vue 6.5 and LightWave 9.3. So I kept myself pretty busy checking out all new features and fixes.

Anyway, my Destrachan project is progressing. I have finished the sculpting of this little guy, so I thought it was about time I posted a few renders.

Destrachan - Work in Progress - Render1

Destrachan - Work in Progress - Render2

Destrachan - Work in Progress - Render3

I had a few adventures before I perfected my pipeline on how to bring my ZBrush sculpts into my other 3D applications in the best way possible. The above renders are all done in Modo. I will do the final renders in LightWave 3D, and I had thought I should do the above in LightWave as well. As LightWave doesn’t have micro polygon displacements I ran into trouble with all the details in this character. The new APS in LightWave helped a bit but I simply couldn’t get all the details I had sculpted to show up in LightWave without running out of memory. LightWave do have pretty poor memory management when dealing with high quality displacements at the moment. I really hope LightWave 9.5 will bring micro polygon displacements so these things will be fixed once and for all.

So I decided to give Softimage|XSI a spin instead. It’s a very nice 3D application in many ways, and I really enjoy how well everything is integrated, the history stack, the powerful node system and all those things. But when coming to displacements it turned out to be even worse than LightWave. Can you imagine? It takes forever even to initialize the renderer when increasing the displacement quality in XSI. Being used to the snappy workflow in LightWave I just couldn’t take it. No XSI for me at the moment.

So for the renders above I ended up using Modo. With Modo it just works and it simply rocks with displacements. Modo didn’t even stop to think for a second when I added my high resolution displacement map and cranked up the quality. Without any real time difference Modo just rendered this guy out with all the details like a breeze. Amazing. If Modo just would have had animation, volumetrics, hair and nodes I would definitely use it as the backbone of my pipeline.

Anyway, as Modo doesn’t have those things at the moment, I had to work out another solution for my current and future projects. And luckily ZBrush 3.1 was released yesterday, where among other things the missing Normal Map exporter was added again. And boy, did that fix everything for me. Combining a displacement and a normal map in LightWave from ZBrush just gives me excellent results, with a very low rendering time. So now my pipeline is complete again. And after all experimenting the last few days I have found a very efficient workflow now I hope. We’ll see shortly.

Alright, to end this post, here is some screenshots from ZBrush of some of the different stages from the sculpting phase.

Destrachan - Work in Progress - ZBrush

Well, I just started painting this guy tonight, and that shouldn’t take to long, so I will probably have him painted shortly in a new post. And I’ll probably end it this project before hitting the final render in a scene with adding a basic animation rig. I mean, this guy needs to breath some life as well. Until next time…

Music Tonight: Slayradio

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Destrachan - The Sculpting is almost there

Let’s see, things are moving forward, so here is just a quick update. I’ve been working on finetuning my sculpting and get some finer details in place. Here is a render of where I am at the moment.

Destrachan - Work in Progress 4

I made the render above in Modo by taking my low resolution base mesh and exporting a displacement map from ZBrush of all the details I had sculpted.

I do all my sculpting using my Wacom Intuos 3 tablet. By using a pressure sensitive pen I get the exact control and the feeling of working with real clay as close as possible for a digital environment.

I think I am almost satisfied now. I have a little cleaning up left to do and some additional finer details to add, but not very much. Then the sculpting phase is over and I can move on to the next steps in making this guy come alive. I will post a couple of images from different angles as soon as the sculpting is completed, with some additional step by step images.

On a related note. I do record some of my sculpting sessions to video. And I am about to get my server space extended ten folded this summer as well as the bandwidth. So as soon as my space is upgraded I’ll start posting some video sessions in the blog now and then to go with my posts. And other than recording my sculpting sessions I’ll also be able to more sporadically post animation tests and so on. This will be fun!

And to end this post, I had a little mouse adventure. My trusty Logitech MX 610 Mouse died on me last night. The LMB was worn out, but it had served me well for over two years. And fortunately I don’t use my mouse while sculpting in ZBrush, I only use my Wacom tablet with the pen for that, I can’t see how one could sculpt with a mouse? But I do all my LightWave work with the mouse, so I would need a replacement immediately. Luckily, one of the nicest persons I know came by me this morning and dropped of a brand spanking new Logitech MX Revolution mouse as a replacement. Wonderful mouse, perhaps the best one I’ve ever had. Amazing precision and the grip is excellent. And lot’s of programmable buttons. I’ve already configured it for LightWave, like this;

Forward = Select Loop, Back = Drop Selection, Search = Single View On/Off, Thumb Wheel Forward = Expand Selection, Thumb Wheel Back = Contract Selection, Thumb Wheel Click = Expand All, Mouse Wheel Tilt Left = Hide Selection, Mouse Wheel Tilt Right = Unhide. Wonderful setup and gives a great boost to the workflow. I am in love with it already!

Working Music: Beirut - Gulag Orkestar

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Destrachan - Made a decent UV Map

When I was halfway through the sculpting phase I decided to improve my UV Layout for my darling. Originally I had settled on letting ZBrush create the UV map for me, using GUV tiles. But then I thought Nah, they don’t look very pretty. ZBrush GUV tiles does create a very nice distortion free UV Map, so it’s technically a very good UV Map, but not very easy on the human eye if you want to take the UV Canvas into Photoshop for further editing after you have left ZBrush.

So I went back to my base mesh in LightWave and had a proper UV unwrap session with it instead.

Destrachan - UV Map Layout

As can be seen, my unwrapped UV Map is so much easier to paint on than the abstract ZBrush generated map if I decide to paint or do other work on the maps down the road. To create my UV Maps in LightWave I use a very nice free plugin called PLG UV Tools which just rocks for UV creation.

I have always thought of creating UV Maps as the most boring and uncreative part of the 3D process, but the PLG Tools has completely changed that for me. It just gives me great UV Maps in no time so I can concentrate on the more creative parts.

In less than no time I had decided on where my seams and cuts shall be and generated a more or less distortion free UV map out of it. Then run the Relax UV command and follow up with the Pack UV Chart to get as effective placement in the UV space as possible. Here is the base mesh with an UV Checker pattern applied after I had finished my new UV Layout.

Destrachan - UV Checker Applied

Gotta love how easy it is to swap out an UV Map in ZBrush for a new one in the middle of a sculpting session.

Anyway, the checker render above is the last render of the base mesh. Now there is only the fun parts left, sculpted and painted versions of this guy!

I have an UV Layout that I am very pleased with. And the sculpting is almost finished. I’ll continue sculpting in the finer details tonight and shortly be back with some images of the final sculpture so I can move on to the painting phase.

Working Music: Camera Obscura - Let’s Get Out Of This Country

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Destrachan - Something evil has begun

I haven’t blogged anything since I got back from my vacation. Things have just been crazy since I got back, which made my personal projects suffer a bit. I’m gonna get back on track now though.

To get my juices flowing and get back in the groove I started a new project today (again… hehe). Well, this will not be a long project, just me playing around with a new character, or creature really, of mine.

As I’ve been spending quite some time getting up to speed with ZBrush 3 lately, I wanted to make a project from start to finish using ZBrush so I get some reward for all the hours I’ve put into that application so far. I do think all my hours will pay off and that I can get an image through all the steps required in quite a short time. Or so I hope.

I have to admit, back in the 1980’s I was an addicted Role Player. Playing games like Dungeons and Dragons (and the Swedish version Drakar & Demoner), as well as other RPG’s like Mutant, The Lord of the Rings, Star Wars, Kult and Chock. Well, even though I haven’t been into that for almost 20 years now, it’s an enormous well to collect inspiration from. So I dug up my old Advanced Dungeons and Dragons Monster Manual and started hunting for a nice creature to sculpt in 3D. I had a hard time to decide, so many ultra cool creatures in that universe, but finally I went with a destrachan.

A short extract from the destrachan description in the Monster Manual to give you a clue what this creature is all about:

The dungeon-dwelling destrachan looks like some bizarre, non-intelligent beast, but it’s an incredibly evil and crafty sadist. The creature shambles forward on thick, taloned legs. Vaguely reptilian in form, its large, stooped frame ends in a mostly featureless head dominated by large ear structures and a gaping, toothless mouth.

Alright, so I took a good look on the illustration in the Monster Manual and started up Photoshop and sketched out a quick modeling sheet with my Wacom, tried my best to draw an orthographic side view so I would have something to work from when starting to build the polygon mesh. And this concept sketch is what I came up with.

Destrachan - Model sheet

Nothing fancy really, but it fills its purpose for this stage. Anyway, after I had finished this sketch, I started up LightWave 3D, loaded my sketch into the background and started modeling out a base mesh. And after about half an hour I had something I was happy with. Not very detailed, but I got the basic shapes down and the edgeloops located where I wanted them. Here is a wireframe and a render of my base mesh of my destrachan model.

Destrachan - Wires

Destrachan - Render

As can be seen, this base mesh is very low resolution, but it contains all the details and shapes I need to have a very good and fun mesh to start sculpting from. So time to bring this guy into ZBrush and bring out all the lovely details to make this creature come alive. This base mesh is just around 1400 polygons, which is a good starting point for ZBrush work.

Working Music: Red Hot Chili Peppers - Stadium Arcadium

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Still operating on Kat but here is a hand update

Well well well, when you get into reworking something like I have done here with Kat’s complete topology it’s bound to take a little bit longer than expected. But here’s a quick update until I’m completely finished with her. Aiming on tomorrow, but you never know. Anyway, here’s an OpenGL screenshot of her new hand in it’s current state compared to the old roughed out placeholder.

Work in Progress - Katana Hands

It’s getting there, but I still some tweaking to do until I’m completely happy. Originally I intended this piece to be quite a quick one to improve my work with edgeloops. But since then I’ve got so much into anatomy and correct proportions so I’ve changed my mind and instead I am now aiming for this character to be my most detailed and realistic character yet to this date.

Today I’ve been working on all parts of her body, adding details, especially on her back, adding all the small things like hints of the spine, shoulder blades and lot’s of small bones under the skin. I’ve most details in place but I have a few hours of pushing and pulling vertexes around until I get the nice smooth surface on top of everything that I want to have. I’ll post more images as soon as I am there.

And what you all been waiting for…
Todays Modeling Music: Her Majesty - Happiness

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Katana - gets new anatomy and topology

There has passed some time since my last update of my character Katana. Last time I posted a progress of her I was in the texturing, shading and hair phase. Since then I have improved my skills so much in topology and anatomy so I just couldn’t stand to see her mesh anymore, so I took it back a few steps and went back into the modeling phase to fix her up a bit. She was a bit reluctant at first laying down under the knife, but at last I talked her into it.

So I just wanted to post this quick update of where I am with her at the moment, with her anatomy update.

Work in Progress of Katana

I am by no means finished with the anatomy changes, but the image above shows some of the progress I’ve made so far. I have given her better proportions on the skull and the overall body shape. Started defining the shoulders, neck, crouch, stomach and so on much better. I will post more detailed shots from several angles and closeup wires as soon as she comes off the operating table, sometime tomorrow. Keep your fingers crossed everything goes well.

Modeling Music: The Whitest Boy Alive - Dreams

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The art of the female anatomy

Lately I’ve been dedicating almost all my polygon modeling time towards the art of the female form when I haven’t been ZBrushing or recovering from dental surgery mayhems.

This character is going to turn out to be something really special, and I’ll have her finished right next to my Kat(ana) character. I just wanted to post an entry about her to get this modeling thread going as well in the blog.

In the Dungeon - Character Work in Progress

As can be seen, I haven’t really worked on the head yet, but been deep into working with getting a good anatomy topology of the body. I’ll work with this character this weekend, so I’ll have a new post with her on Sunday with better closeups of all the details and the final body modeling in place.

For quite some time I’ve been studying the female anatomy and the belonging topology a great deal to improve my modeling skills in that area as much as I can at the moment. I really hope this character turns out to be very good in that respect. I must send many thanks and kudos to Steven Stahlberg for all the great advice and information I’ve got from him and made myself get into a better habit of research and planning of my models in an early stage. I wouldn’t have learned so much and increased my understanding in this area if I hadn’t got the opportunity to share some of his knowledge. And I have learned to don’t fear the n-gon as much as I used to. ;)

I don’t think this particular character will get any ZBrush treatment. Polygon modeling has its own elegant charm, even though I really do enjoy sculpting. But there is a time and place for everything. And it feels pretty good to be working just inside LightWave’s modeler again. It gives me a very cosy and warm feeling to puzzle and spin all polygons in place.

On an unrelated note, I started editing together my 2007 showreel earlier this week, and it will go online in July. Details to come later.

Modeling Music: The Sounds - Dying to Say this to You

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Cleaning out my 3D closet

Time for another blog entry from me. I was taken out of business for a while after going through dental surgery. Nothing I can recommend. Huhuhu!

Anyway, I will continue posting on the projects I’ve been working on lately, and probably have one or two of them finished during the next week. But today I was browsing through my old files. I have quite a lot of unfinished projects. Which I guess most artists have. I hope!

Characters in Progress

Here is a few of them, which are at different states in the progress of getting finished, but these are the ones I had that I actually would like to finish. Lot’s of stuff went into the trashcan today. But these I saved. They are from a few months old to some that are almost 3 years old since I worked on them the last time. But never to late to finish something. So expect to see a few of these getting some new love and attention from me.

That’s it for now. More work coming up shortly!

Cleaning out music: Firefox AK - Madame, Madame!

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And we have shading

Here’s a quick update of my progress with this female character since yesterday. I finalized the facial features tonight, and started working on the shading and textures. Here’s my current state of her.

Katana - Work in Progress 4 - Render

I’ve finished the eyes and textured them. I’ve also started paint the textures for the skin. There is still some more work left to do around the eyes and mouth, as I want some special things to go on there, but the base layer is in place. I’ve used the new skin node in LightWave 9.2 for the shading which I feed my painted textures into. I’m really enjoying all the new toys in LightWave 9.2.

The next update will probably not be that far from my goal with this image. I’ll have the hair finished, the texure maps, clothing and the rig is also slowly getting in place for her posing. Stay tuned for a new update in a day or two.

Tonights Working Music: Arcade Fire - Neon Bible

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