Thursday, 28 January 2010

05 Collab - New head design

I'm not entirely sure how I feel about the head at the moment. I think there are some features I'd like to mess with more but straying too far from the initial design idea isn't good. We decided to get rid of the large eyes as it felt too human and the remaining four, smaller eyes made it look far more intimidating. After more thought my animator friend and collaborator decided larger eyes should be re-included, reason being it could show emotion through its eyes and the current ones were too small for that. I've tried my best to create more animistic eyes now (as opposed to humanoid but something doesn't feel quite right, perhaps the profile is too flat?

If anyone has any input I'd be grateful to hear it.











I've just managed to create a mock-up of the body so far, work still to be done so the model isnt finished yet. Images below.




Monday, 25 January 2010

04 Collab - Spider Robot Update

Here's an update of Spiderbot in his currant state. Haven't had a lot of time to work on him over the weekend, but the deadline I set is nearing and modelling needs to end! =P

Thursday, 21 January 2010

03 Collab - Spider Robot Face/Layout

Spent the majority of the day on Zbrush sculpting a head for the Bionic spider-majig. Made some good progress but still no where near finished. I have a tutorial in the morning so It'll be good to get some feedback. I think the design will change quite a bit from where it is now, after refreshing my eyes I keep finding bits to change.


Tuesday, 19 January 2010

02 Collab - Robot Legs

Here's today's work. Lots of tweaking/adjusting done to the shape of the leg, attempted to give it a more organic shape as the creature itself is supposed to be bionic. The claw was also changed to make it look more unusual and give it a bit of variety. I've also redesigned the claw to work more as if it were a type of spring-loaded mechanism. I think this new design will work well especially making seance off gripping and scaling vertical surfaces as my collaborator intended it to animate.












Here's a possible idea for a form of attack using the new design as a more 'interesting' weapon. I'm yet to run it past the person I'm doing this for, so as for now this will stay as an idea and only in very basic form. It basically just uses the new 'spring-loaded' claw as a type of spinning blade, this just gives the creature a bit more variety in possible attacks.




Now the shape of the leg is almost finalised I need to go in and cut down on some poly's and sort out any messy topology. Hopefully I can make a good start on the body tomorrow.

Monday, 18 January 2010

01 Colab - Robot Legs

I'm making a spider robot for a classmate as part of my collaboration this year. I thought I'd post up my progress as part of more regular updates to my blog. My first day working on this project and I've managed to re-create the robot leg from the initial design sheet given to me. Its taken a fair bit of tweaking to get a shape we're happy with but not too stressful! Here is the leg so far and a test to make sure the model can move about. Its not my job to rig or animate this but I've got to make sure the model can move about so my collaborator wont have trouble =)

As always comments are welcome, especially in this early stage.

Sunday, 10 January 2010

Robot Concept


Illustration concept peice for a robot character I'm creating. Theres a monkey inside him =) Monkeys are awesome. FACT.

Monday, 7 December 2009

Intro to Mudbox, Game character project

For this project we were asked to take an existing character from tv or book.etc and make them in to a computer game character. I chose 'Kal Jerico', a bounty hunter from the Necromunda/Warhammer universe. Initial research for this character was tough but I managed to gather some visuals and put together a model sheet to work from.



The final game model was made using 3d Max (for texturing), Maya (for modeling), Photoshop cs3, Mudbox (vital to the project brief), Zbrush (because I don't like mudbox stencils) and Xnormal.



I'm happy with the outcome but there are plenty of areas I feel I could work on, such as more texture detail on the clothing and alphas to go with the hair.



Critique more than welcome!