Tuesday, March 30, 2010

Architectural Sketch



It appears I have some weird normals calculation going on with the doors that needs my attention, but I like how this is coming together.

Saturday, March 27, 2010

Facial Rig

There are some very serious bone weight issues going on, so I will probably have to delete all the weights and start over with defining influences, but I was able to proof-of-concept my rig by making this smug expression here.





Meanwhile, here's a horrific illustration of why I still have a lot of damage to repair:



Friday, March 26, 2010

Crimes Against Fashion

Started out with an ugly spider-monster looking thing (above), but the final result looks ok (below).

As I look at him, I am considering adding more buttons up both sides of his coat.


Here's a bit of a flyaround:

Tuesday, March 23, 2010

Thursday, March 18, 2010

Uncanny Valley


Coming along..

I created some eyes using a pretty good tutorial found here:

The technique involves creating a modeled geometric iris inside of the eye and using transparent, blended textures with an alpha channel to gently reveal it.

The tutorial doesn't seem to use the same set of defaults for material settings that my Blender setup does, so getting it to work was way more trouble than I expected. I think results are pretty nice, however.


I haven't decided if I am going to use this to bake a low-poly version for use in a game or not. I'm just enjoying the modeling process and seeing where that takes me.

Still to do: Hair and eyebrows, a medal for his chest, more believable texture on his jacket and skin. Hopefully, I'll be on to rigging him up for animation in the next couple days.


Saturday, March 13, 2010

Big Hat is Big

Makin Some Clothes and Fingers





Almost ready to make the absolutely gigantic hat.


Friday, March 12, 2010

Napoleon: Freaky Cupie Doll Edition



Made his freaky head, but I'm sure it will look much less freaky once I get some pupils, hair, eyebrows, and his iconic hat. Starting on the uniform now.


There is always more tweaking to do and I'm not yet satisfied with the overall look of this guy yet, but the practice is paying off and this is some of the best topology I've done yet- good flowing of edge loops around key features that will ensure clean deforming.