The legs were a bit to short, so I fixed that. I also added feet. Which are currently (perhaps permanently?) detached. So that's the weird seam at the ankle.
I've been learning a lot about a different kind of process here at my internship. Turbosmooth and shiny and not all parts of the boat need to look like a boat. It's a bit different than the pipeline I'm used to... the whole "What's This For?" DigiPen process. The question still exists, but the answers are a lot more vague and malleable.
I'm starting to feel like I'm more of a work horse than I am a creative force to be reckoned with. I'm not sure how I feel about it. Maybe I just need to learn more about my own personal aesthetic and just make shit for the sake of cool-looking. Serving no particular purpose. So! With that in mind; Here's something shiny!
I made this in my free time at DK - though I haven't had a whole lot of it. I've been working on a project that I actually signed an NDA for! How exciting!
I've been working on a game team for CG 350 called Flight. I'm the lead artist, and I think I'm finally comfortable with that position. I've recently come up with a color palette that I've been enforcing on the modelers (Wonjin and John Mark). It's really fun and bright... it's really a nice break from all the stuff I do for projects and portfolio.
I hope you don't mind the silly little scribbles that are the characters. (The creature on the end by the way is a raptor. The programmers were vehement about the raptor, so it's going into the game). The scribbles were just a study of the characters next to each other... and they were pretty loose. For instance, I changed the Ostrich quite a bit because of some complaints that is was "too purple." It seems John Mark and I are the only ones who truly appreciate violet and all its shades. Alas.
CG 350 is the class that I work on the game team in, but we also have extra assignments. We had to create normal and specular maps for the character, in addition to the diffuse. It was quite fun. Most people make self portraits of themselves... so I'm thinking of sculpting a self portrait in Mudbox. But we'll see if I have time.
Here's the Ostrich.
The extra maps aren't going to make it in the game, but I thought I'd show them anyway. It's the first normal map I've ever made, and it's very very simple. Definitely a work in progress.
So, I'm in this CG 350 class where I've been assigned to a game team. I'm doing things I don't normally do (but it definitely puts my education thus far to use).
I fine tuned the Ostrich model, and I even did some bizarre things to it in Mudbox, but I don't think I'll be showing that here, and I put some bones in it and posed it. I don't know how controllers are going to work in the game, so I haven't exactly rigged it. Nathan Ross will be animating it for the game itself.
In the last meeting, we were playing around with the style of the game, and I set some materals to 100% self illumination, and rather liked the result:
By the way; the Kiwi is John Mark's, the Rooster is Wonjin's, and the Penguin is Nathan's.
I'm on a game team now, for CG 350 called Flight. It's a 3D balloon fighter game with flightless birds as the players. My teammates include my friend and Chance of Rain technical artist John Mark, a couple of juniors Wonjin Kim and Victor Anderson, and my boyfriend Nate Ross.
I've somehow been designated the Art Lead, and I'm alright with that. I decided we should all model a bird for the first assignment in CG 350 which has a 1000 tri cap.
Well it was painstaking, but here's the low poly version of Fatima. I still have some issues to work out in her neck/waddle area. But, I'm giving what I have now to John Mark so he can use the proportions for the start of our rig. Hopefully, we can have a fully working model/rig by Fall before I enlist an animator. If I enlist an animator... we'll see. And here's a couple of details I'm especially proud of:
So, I've never modeled a hand before.. and I decided to model just one finger instead. Then, duplicate and adjust those fingers. Then, attach it to a palm. This was the result:
Chess pieces for the first environment in the Journey of Light
Bill - the top one is with TurboSmooth on. The bottom is just in smoothing groups. I like the lips better without turbosmooth, but I ran out of time to make him high poly. So it was a quick and dirty fix. Still, it didn't turn out so bad: