Sunday, 19 January 2014

Destiny "Duke" MK44


A friend asked me to create this model for his 3D print in a Destiny cosplay of his.


However I took it a bit far and ended up sculpting a high-poly and bake based off of the reference images. Next up is texturing! 




 Very quick update on the texture process. I'm going for the grit and damage done to the weapon itself without being maintained.

While I take hints from the reference, I'm not explicitly following it.




Final update on the model! Really happy with the result. Three days of work for a low-poly, 2k map model. Bliss!

 

Sunday, 5 January 2014

"Katharine" Survivor

So I finished The Last of Us for a third time this weekend, and it inspired me to jump into zBrush and create a similar sort of feel with one of my characters.

As of today, I've been working on this model for about 6-7 hours. Not bad, I say!


I have no idea why I tried to make a low-poly face first. But it's good practice! 

Here's the near-final anatomical sculpt. First time trying to create female anatomy. Happy with this beyond belief.


Left: Katharine with a fancy bra. I used it for reference when placing the clothing.
Right: The rest of Katharine's body, which consists of about ~2 million polys. If you noticed, I copied the boots from the Hangman model, because I fucking hate creating boots of the same type again. Definitely something I've gotta work on.




So today I worked on finishing the full-face gasmask. I also added a hospital patient band to her wrist. Unfortunately I was the victim of a terrible Toshiba harddrive crash, and lost all of my previous increments and saves.

Don't fret! Katharine was sitting in my Dropbox, so I didn't lose all progress. I did have to re-model the tied-back part of her hair.


New update! I've added a whole lot recently. Don't worry, she has a head (along with hair) and hands! I've just left them out right now, as they're detracting a lot from the model. The face, mainly, needs to be fixed.


So, I moved onto retopology and texturing! However, the UV map for her head needed an extra slice. Unfortunately this resides in the center of the chest, and really breaks the texture seamlessness.





Monday, 16 December 2013

"Elysium" Chemrail

This will be a quick update, as I didn't take too many screenshots of my progress.

Here's a high-poly sculpt with polypaint:


 And here's the normal bake on top of the diffuse map!


Monday, 2 December 2013

"Elysium" Airburst AK-47


Working on a mod for ArmA 3. Here's the start of the weapons system.


 Here's the AK-47 (Type 2) without the airburst rangefinder.















Here's the AK-47 with the rangefinder. This really ties the piece together in my opinion. Clocks in at about 9k tris.














I went back and revaped the stock, too. Looks a lot nicer!


Here's the hi-poly sculpt for normal projections.


Here are the normal projections:


Here's the final model and renders! Looks great, in my opinion. That was probably the quickest I've ever created a weapon. So now I know: it takes about three days from concept to finish for me to complete a single weapon.


Friday, 25 October 2013

"Hangman" Operator


For the last three days I've been working on this sculpt: 

The final two may not look as aesthetically pleasing, but they were what I was going for.



 Worked on the body armour for the past few days. It's a bit of an on-and-off project, but I'm determined to finish it. The mag-pouches are a bit hit and miss, but that's alright. 

I also created a PRC-343 radio to fit in Hangman's radio pouch.

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Some more detailing! Finished the set of boltcutters and some of the smaller details. The  fabric on his backpouch doesn't hang with me (no pun intended). Gonna change it around some.

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Here's a further update on the model. I created a Z-111 headset and Ops-Core Ballistics helmet. Also uploaded my radio/comms model.

All of these were modeled in maya and then imported into zBrush for detailing/remeshing. The helmet took a little bit longer because of the complex shapes involved.

Click the images to enlarge them!



  








Here's a cavity-render of the model without the man. Sorta like a ghost!

The knife pouch is something I'd like to change. Perhaps to something hardsurface like the thigh holster. You can see this in better detail below.




The aforementioned SERPA holster can be seen here. Pants are looking a lot nicer, although I need to push the folds some more.

I've definitely come a long way since the start of this year, especially if you look down at my "rebel" model. Sheesh.

That said, this isn't perfect and I still have a ways to go. Not bad for a kids work, though!

The entire sculpt is clocking in at 5-6 million polygons (quads) at the moment. That's decent considering the sheer amount of ztools I'm using and the resolution at which I'm sculpting at (about 5 subdivision levels per object).

I'll upload a spoken work-in-progress sometime in the next few days. Just showing my workflow and some of the assets developed.

Namely the helmet, holster, and headset. Boy do I love those assets.




Probably going to chuck them up on TurboSquid for free once they're retopologized and textured.

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Another WIP shot. Finished the tactical shades and some NVG monoculars.


So, I looked at these monoculars. They aren't the best I can do. I need to really push myself on this model. So I created some GPNVG-18s. 

A real three-hour job, from reference to finish. 

Here's the hangman so far:
 It has taken a while to get to this point. I still need to fix the pants and stuff.

  
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Almost done. Just gotta add some magazines to the uniform and some more patches. Then it's onto the guns. In the first image you can see the new watch and updated folds/uniform. He's definitely a lot more fleshed out now!


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Here you can see the updated chinstraps and some other neat stuff like mags in their respective pouches!
 

I developed a bunch of new assets over the last few days. I also fixed up some old ones. Here we have the Traser NATO watch, some nice looking tactical glasses, the makeshift boltcutters, and some magazines for Hangmans HK416 and P228.
 
 
I have begun work on the HK416. The weapon is done, now all I have to do is the attachments.




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To cap this guy off I'll upload a final render. This has changed his look slightly, namely to make his legs look a bit more interesting.