Monday, November 10, 2014

Veela Hair Idea

So I've come up with the idea of leaving her helmet uncapped so I can see the hair. At least she'll look more attractive that way I guess. I was thinking of giving her really long hair for fanservice but then again It feels too exaggerated.



I'd probably wanna give her hair like this characters hair.
Female hair reference(Pinterest)

Sunday, November 9, 2014

Veela Unwrapping

Been doing some unwrapping. Note to self. I have to give her a skirt to cover her backside. I currently don't like having just plating for the backside. Slowly unwrapping piece by piece and applying Smooth mesh after unwrapping.




I'm going to have to bring this into mudbox and do the backing there. Sadly I only know how to bake in one tile using Maya. If anyone else knows how to bake in multiple tiles then I'd be glad to hear it. Here are my baking settings.


Personally I really hate how it'll leave a line running along the border of the UV shells.


Tuesday, October 21, 2014

Female Character

Never Ever start modelling without an original design!!! For my character I have done lots of experimenting. I've been spending hours working on armour pieces going back and forth. If it doesn't contain any continuety or cohesion then I'd dellete it and start on the same armour piece again. I am doing allot of trial and error. I truly wish I had a design before going straight to 3D.




So I've done 4 rough designs of helmets which have cost me 2-6 hours to build. I am now working on a 5th design which I believe will work better. S far it's been 3 hours. :P



Saturday, September 13, 2014

Veela: Leg armour

So far the legs are almost done. I just need to work on connecting the shoes to the leg plate somehow. I also think I need to do a little bit for the knee armour too. The shins were simple. I copied an armour piece of an elite from Halo.










For the feet I subdivided it and did some line work were I extruded in and out of a couple of faces.



I enjoyed achieving this piece of detail were I used four deformers to have it going along the shin. I used 3 curve deformers to curve it and then a lattice deformer to widen the top of the shin guard.




Sunday, August 31, 2014

Veela

Did some work for the head. I want her to have long hair so I deleted some of the objects in the back but kept her ear piece hidden. I might have a headphone kind of thing



Trying to figure something out for the legs. Also I think I'll go back to the arm piece later. The design. I feel as if the design should be a little more intricate.

Friday, August 1, 2014

Veneno low poly

I have the big vents on the top back of the vehicle and I am very pleased with the outcome. Though I don't know if I could've achieved the topology any better. It was quite a pain trying to figure out the topology till I decided to draw it out in photoshop. I think a learnt a good way of figuring out topology. First I draw what I want and then I approach in 3D.



I still have allot left to do. A bit more of the back, capping the sides, the wheels, some more refinement on the front and allot more. One thing I should note is that the wheels will take up allot of polys so I should be carefully in my workflow. I guess I can find ways to reduce the overall poly count on the body.


Wednesday, July 30, 2014

Veneno low poly

Slowly setting up the net for topology. I think I almost have an Idea of what I want to do.

Veneno low poly

Whenever I do a high quality 3D project I work in 3 stages. These stages are almost similar to drawing stages
1: basic blocking figuring, out the size and proportions of the Prop or Scene.
2: Detailed blocking, figuring out the proportions of the detail within the object. (I sometimes tend to accidentally skip this stage)
3: Smoothing, refining adding more detail. This is the part where it gets to a really high poly count.

For now I just plan on getting to the detailed blocking stage restraining myself in the 5k poly count. If I end up with less I could probably do some environment stuff.



For ease of modelling I'll sometimes work with separate objects and then combine them later on. This is just so I don't have to trouble myself working all over the place with polys and edges.


Sunday, June 29, 2014

Helmet and other pieces

J.J.:(
I've spent quite allot of time on the helmet in the last week. I actually changed the design entirely to suit the body suit. I still want to add in more intricate detail but I've noticed that I'm leaving the legs and arms behind. I should spend more time on them. For the helmet I think I need to work a little in the back. Dunno if I'm being too ambiguos but the back of the helmet looks a little plane for me. Maybe it needs a better connection to the neck instead of looking like a bike helmet?



For the shoulder and spine I just started copying a design I once saw on the internet and then Just improvised from there. Copying is too difficult.




Wednesday, June 25, 2014

Slow and simple

I can't really tell how I'm going so far but seeing as I ain't doing this commercially I don't think I need to worry. Ever since I turned of wireframe I realised I needed to add in more detail and so I've just been going very slowly adding more. Though some bits aren't even smoothed yet I believe I still have allot of fun stuff to do. I just enjoy making it look cool.

For me it looks a bit pale. I want more intricate detail considering all the space. As you can probably see I have decided to change the helmet design to suit the style of the armor a bit more.




Thursday, June 19, 2014

Torso piece

5 days of scrapping the same piece over and over I am finally happy with this. I just have to figure out the spine area more and start working on the hips. I am working very slowly due to my studies.


Wednesday, May 28, 2014

Female Character

I've done quite a bit of work on the hands. Probably more work then I should with the hands but then again I didn't want to go back to it. I may have to change the arm guards too. They don't feel very sci-fi and I feel as if there is not much detail though simplicity works very effectively I feel as if I just drew a straight line on a piece of paper. The gloves and finger pieces I'm satisfied with though I could do a little extra with the glove.

The helmet is going to be a good challenge and I am looking forward to what the end result would look like. I'm sure Blizzard wouldn't mind me copying one of there concepts in 3D. Also that's another thing. I should probably point out where I got my references from.

This is my last week of Holiday T_T

Things to do:
-Arm piece again
-smooth leg plates?
-Torso need refining. maybe put some military like pockets
-Detailed blocking of the helmet and maybe smooth and detail
-Go to bed on time.





Sunday, May 25, 2014

Female Character


Finally did some leg plates that I'm happy with. All I need to worry about are the heels and the arms for the blocking :)

Thursday, May 22, 2014

Female Character

So I am pretty much just basic blocking all over the place. Using many different concepts to come up with a design. I am a bit lost as to what I should do for the breast and the backside. Dunno if I should just texture over it or put some pieces over the top.

Very concerned about the legs and feet right now even though I haven't done much of the arms. The head I'm not so worried about. I pretty much know what I want for the head. I want to ensure all the blocking is done correctly before smoothing it.

Right now all I can say is that I'm not impressed with what I've done so far. I believe I can make it look better.




Tuesday, May 20, 2014

Female Character



Did a bit of research for what kind of armour I want to put on her. I was thinking carbon fiber plating? I'm looking at some designs from starcraft ghost, skyrim (nightingale) and Planetside 2 vanu faction. Right now I am just basic blocking all over the place like when I first did with the aventador. Personally I am very glad I modelled her nude first because it allows me to maintain her proportions and seductiveness.

All females must maintain a seductive image. Though I'm not gonna be stupid and have her look like a slut. I want her to look like she is combat ready with the proper gear.



Monday, May 19, 2014

Female Character

Research. I at least want her looking a little more modest then the usual female characters who show of there body. though keeping in mind I understand that there must be a sense of seductiveness for the female.

I won't be copying the whole thing exactly because that would be too difficult to achieve. Just kinda looking up what shapes and patterns I want and the just letting my abstract mind do the rest.

Femle character (Blank canvas)

I seem to have hit a blank canvas again. This time it is not 3D space. It is a nude female body and I aim to give her sci-fi armour to fill in this blank canvas. It might not be sci-fi armour but maybe something abstract instead. Anyway doesn't really seem to matter because I'll be working on an abstract workflow for this stage. I'll just printscreens in paint and just scribble up a couple of random shapes in photoshop. Better leave my Intuospro on charge. So for now I'll leave my maya closed till I've figured out something.

It's only 4k quads! :)

List of Things I need to worry about...
-Hair
-shape of backside?
-hands
-I have to do a photoreal render and I don't know how to.
-what kind of armour do I want? I'll figure this out myself.










Female Character

They look like Mario gloves though really I'm just figuring out the topology for the hands and then I can place the vertices in shape. If anything I'm just doing the basic blocking for the hands.