Project Frame – *”Grumpy” Sculpt

Project Frame – *”Grumpy” Sculpt

Software

  • Blender
  • Pixologic zBrush

Concept

 

Proposal

Blog Entry – Research and Project Updates – 2019 #11

This week, I have been working on more shapes of the head for my 3d digital art course and my thesis. This character will be fully sculpted so I am trying to find a shape I like. As of now, I am leanings towards the second head. (longer skull, and droopy chin) I do like the fourth one day as well but I believe it is too close to Picard from Star Trek. Nevertheless, I will find the shape and go along with it to finish the project.

Scifi Decal Panels – Substance

SciFi Decal Panels Substance

Software

  • Allegorithmic Substance Designer
  • Unity Engine

Substance Graph

Features

Description:

SciFi Decal Panels is a procedural material created in Substance Designer. With so many features, the material can be used in numerous applications and environments such as space stations/ships, futuristic environments, Decals for ceilings, floors, or walls, etc. The texture is using PBR metalness/roughness workflow and was created with realism in mind.

The goal of the project was to create a “kit” that could be used to help designers speed up detailing a environment with a many different panel decals in a instant. As well as exploring and understanding the use of procedural kits using Substance Designer.

Blog Entry – Research and Project Updates – 2019 #7

This week I focused on completing my substance designer project. After a week of working on it, I realized that designing the concept for the “kit” should have been my first task. Designing on the fly with a node base system…….makes a mess.

I tried using other graphs which helped clean stuff up a bit but I ended up using one main graph so I can expose more parameters. Maybe with more time, I can figure out a way to reference other graphs’ parameters.

After this weekend’s grind, I am at the final stretch. With the project due date being extended, I can put more time into coloring and give it a polish pass. A major issue I am having is with the height depth. Everything looks flat even after the tessellation. I might have to go in the beginning of the graph where I declared the basic shapes, and create a basic bevel to give it some dynamics.

Here are some screenshots from unity – displaying the kit:

My other projects/journey, I have not had the chance to drop the lipsync plugin into Unity. The instructions seem intense so I will dive into that this week. I have a feeling I will have to import a character with a facial rig (using blendshapes) to make sure it works in my Unity project. I think if I can get it imported Unity and working (or seem like it is working), I need to get it interacting with the kinect. From there, I should be in a good place to start sculpting the character. Although…..

I am worrying a little at this point. It is already HALF WAY through the semester!

I have to start shifting my time into the semester paper. I have an idea about the paper. Something along the lines of color and the affects on humans but I am not sure. I need to create an outline or proposal first.

Blog Entry – Research and Project Updates – 2019 #6

3d digital art

This sprint was to start getting in the customization in Substance Designer. For some reason, I feel I am over complicating the design layout. Creating shapes is not the issue but rather the connection of customization in Unity. I am at a point where I need direction to either make preset panels or keep what I am doing right now and make it real time customizable panels. I believe that later is what the professor wants. Here are some WIP screenshots:

 

Direct Studio/Thesis Project

My focus on the project was to get a rigged character in from Adobe Mixamo. I ended up customizing the character and merging two different toons. Right now, it is in the scene and has a idle animation on it. I discover a huge design problem that I need to keep in mind. Aspect Ratio of the frame…. I could not find a decent 16:9 look. The ratio is too wide for a traditional looking portrait I envision. Good news, I have an idea where I would crop in using a different ratio like 4:5 and then build the physical frame to crop and hide the screen. This should be the best and fastest fix for the issue. Here are some screenshots with different aspect ratios.

 

Human-Computer Interaction

This sprint I focused on writing projects for my portfolio website. I used a few past projects – The Take House on the Hill, Floating Pyramid, and Simon Says…Photo-resistor. The formatting for the 3d art is close to what I already have but I might update some old posts and remove older art from 2012 that does not reflect my current skills.

The Taken House on the Hill

The Taken House on the Hill

Software

  • Adobe Photoshop
  • Autodesk Maya
  • Blender
  • Pixologic zBrush
  • Allegorithmic Substance Painter
  • Unity Engine

Concept

Description:

The Taken House on the Hill is a game ready art piece involving a tiny house on a hill with a dead tree. All of which is contained within a glass bottle on display surrounded by darkness. The art piece contains 17,316 faces, and every texture is 2048 x 2048.

I decided the style of the art piece early on as I wanted to experiment and shy away from realistic modeling. The goal of the style was to mimic the style of Tim Burton, Gothic, and LucasArt games. Using this stylized resulted in creating a story that is not written. The viewer might feel there is more to the piece in which they might explore and create their own story around the piece.

Tiny House


Tiny House – 2019

Software:

Adobe Photoshop

Autodesk Maya

Blender

Pixologic Zbrush

Allegorithmic Substance Painter

Unity Engine

Blog Entry – Research and Project Updates – 2019 #4

This week I completed my 3d project. I had to finish up texturing, UVing, and setting up the scene in Unity engine. Software I used was Adobe Photoshop, Autodesk Maya, Blender, Pixologic Zbrush, Substance Painter, and Unity.

Enjoy!

Also Instant Screenshot is an awesome plugin for Unity for anyone looking for hi-res screenshots. – https://assetstore.unity.com/packages/tools/instant-screenshot-24122

Blog Entry – Research and Project Updates – 2019 #2

This week I began my research of art styles. As this semester is focusing on character art, I will have to decide on what interests me and what will work the best for the outcome of the project. 3 areas of focus for this week was creepy, study of styles, and sketching. While I had limited time to sketch, I did sketch for the 3d art class’ project. That style is the Tim Burton gothic look. Sketching out houses (the main focus of the 3d work), I enjoyed the craziness. Not caring for perfect lines. Not caring about perspectives. I have always enjoyed Tim Burton’s style. With that in mind, I entered a rabbit whole of reference search. Collecting as much reference to help me get started, I believe I have an idea for a look – dark/gothic, Disney-ish/Tim Burton faces/bodies, Victorian era clothes, and wet plate overlay/distortion. Combining them all together should create a unique and “creepy” look. Next week, I will be focusing on sketching up at least a few faces, and maybe a few bodies.

Here are a few links:

https://www.pinterest.com/pin/286471226268779511

https://www.pinterest.com/pin/412572015838010536/

https://www.pinterest.com/ReneeRossBooks/gothic-romance-art/

http://cvicworks.blogspot.com/2013/06/retro-gothic-dark-romance-paintings.html

An Analysis of Art & Design in the Films of Tim Burton