Monday, May 9, 2011

New Character - Cyborg Mutant

Just found a piece of concept art I think would make a cool character. I got permission from the artist (www.tasmediafile.com) to replicate it. Check out his site, he's got a lot of cool work, but the piece I'm working on is this one: http://www.tasmediafile.com/concepts/nustrogg.jpg

It took me a good long while to even think of how I would start, whether I should just get a human mannequin in position, then make all the hard surface and sculpt the organic part to fit, or should I do it vice versa and have the hard surface fit a (mostly) completed sculpt. I decided on the latter and started sculpting. I originally made a shape entirely of ZSpheres, but I didn't like the loops it was giving me for the head and hands. I chopped them off and replaced them with base mesh hands I'd already had. I'm shooting to sculpt a decent normal human form first, then mess it up and make it "strogg-like" later. I've already started stroggifying the head, since the base was pretty close. With that in mind, here's what I've got after a few hours of sculpting:

Saturday, March 12, 2011

Post Apocalyptic Mechanic w/ Crutch

This character I did a few months back, a ...special order, if you will. After two weeks I had gone from a given concept to finished A-pose. Deciding his A-pose is no way to present him, I gave him a socket wrench, a crutch, and a simple rig for a pose. The character by himself is 7,021 tris, while his props bring him almost to 8,500. He's using two sets of 2048 maps (diff/alpha, spec, norm), one for the face and one for the body. His crutch and wrench have their own 1024 sized maps.






Friday, February 25, 2011

Game Artisan's Sackboy 2 Competition

I recently finished my entry into GameArtisans.com's Sackboy 2 contest. Given 2,000 triangles, 512 maps (diff/spec/norm/mask), and 4 weeks, make your own sackboy. Here's my entry.




Tuesday, February 15, 2011

Medieval Armor Stand

Can't tell you why I made this character other than I did. But I can tell you I learned a lot about integrating hard surface modeling into characters. This character was modeled in Maya with the occasional exporting to ZBrush for easy proportion tweaking. I started with a mannequin base for general proportions and built all the armor from there. He's using a 1024 square map (diff, spec, norm, mask) and comes in at 5384 tris including his sword. He has all the loops to be pretty well deformable, and I had no trouble moving him from his A-pose to his current stance. Final renders done via 8Monkey Labs' Toolbag.




Sunday, November 28, 2010

Old Man Head

I'm working (admittedly, slowly) on a side project piece. It is the head of my art test I ripped off then deleted all the subdivion levels on. So I started with a solid base mesh, but I want to practice facial detailing and sculpting, since I thought that was the weakest part of my art test.

-Ben

Tuesday, August 24, 2010

Demo Reel Post-Mortem

How I made my demo reel.

First I used Maya to set playblasts of all the camera angles that I wanted. At first I though this would be a good idea so I could just match the cameras when I started setting things up in Unreal. It didn't work too well, as my initial camera shots were kind of boring; mostly turntables and slow even camera panning. But it was somewhere to start from from.

Once I started working in Unreal, I found out that the cameras are not nearly as forgiving as Maya's. It was really frustrating at first, but I soon learned the secret: if you dont set the keyframes for the cameras right the first time, it is *way* easier to delete the camera animation altogether and start over than it is to monkey with curves. Moving curves inevitably results in the camera "rolling," as in the image starts spinning clockwise or counterclockwise. It doesnt look good and is almost impossible to get working again. Disclaimer: this could just be operator error, but I had a heck of a time with it.

I really liked the process of saving out the frames from Unreal. Playing with Kismet is like playing with the material editor in Unreal. I feel like I have a giant box of Legos, and I can make anything I can dream up. And setting up the Kismet to toggle on cinematic mode (HUD-less mode), then using Matinee to pull the camera from first-person perspective and using the cameras I animated was a pretty clever trick the Game Art staff showed us. But, it made me feel bad for all the students in the Computer Animation degree who have 5 minutes or so per frame, while I watch mine render in slightly less than realtime at 20 frames per second.

With my images rendered out, I used Quicktime to hook them up into one movie file, and Final Cut Pro to cut everything together. In terms of my editing style, I wanted to go for a simpler edit, one with mostly dissolves and fade-to-blacks. I feel that the work should stand on its own, and fancy camera paths, crazy editing, etc while it looks cool can hide the work. Maybe I'm wrong and the whole "looking cool" thing is what I should have done. I don't know yet. We'll see in a couple months if I'm still sitting at this computer looking for work, haha.

One of my shots required a bit of work to get looking the way I wanted it. The shot with the crawler on the moving floor required some hardcore rotoscoping with Nuke. I had to go frame by frame and cut out the floor that penetrated the far side of the pedestal. It was tedious but totally worth it.

With all my shots cut together, I noticed that the whole thing needed a gamma boost and a bit more saturation. Back to Nuke it went for an edit and re-render. But I noticed Nuke stripped the sound out of it. I probably could have figured out how to get Nuke to give me the sound file too, but I already had Final Cut open with all my sound set up, so I just set my new edited video track on top of everything and re-exported it. As a wise man in the cg industry told me, "If it's cheating, but it works, it isn't cheating." (Note: unless that cheating involves plagiarism, which should be punishable by flogging.)

And there you have it. My demo reel from start to finish for the last three weeks.

Ben

Monday, August 23, 2010

Demo Reel Complete

This is it. My Full Sail career is over. As I type this, I am rendering out the final version of my demo reel. I have taken advice from everyone I can get to look at my stuff, from lab instructors here at Full Sail to art directors at AAA companies like id and Rockstar. Thank you everyone, for all your help. Everything I have done here at FS is to make this, and here it is. The compressed version is 250 megs or so, so I can't post it on my blog. But I can post it to YouTube and post the link. Check out:

http://www.youtube.com/watch?v=lbHip4Zr8nw

If YouTube isn't your thing, I've also posted screengrabs of each asset including the intro and outro.















With my demo reel finished, I hope I can get back to work on my cop. More updates on that as they come.

Ben