Some more modeling to the weird ass android swimmer I making.
Just a scifi character I'm starting. Got the major shapes and materials blocked out. Next step is sculpting, then texturing!
Downloaded a free trial version of Substance Painter today. Come up with this alien dude! I'm really impressed with how easy it is to paint and build up shaders with this tool. Definitely will buy it after the trial ends.
Some rough concepting on the next CG image I want to make. Playing with materials and shapes.
A little video I made last night just experimenting.
Starting on a creature/humanoid. Going for fish with elegant class. Probably going to adorn with fine clothing and jewelry. This is just doing some lookDev / concepting to see if my shapes are working and establishing a tone for the skin. I'll now build on this with another sculpt layer then texture paint and also add earringts, hair, etc.
Little "sketch" I did tonight with zBrush and my lookdev setup. Now that I've got a base concept might develop this creature...maybe not as well cause I have a short attention span :)
Threw Sally into the dev rig to see where she sat. I'm very impressed that she was quite well balanced already despite me not using a proper look rig when I was developing her. One thing I do notice is her skin is dead. Will need to work on the SSS to make that feel more alive. Also created a "studio" lighting setup to test what my edges are doing.
Creating a rig or scene file that will allow me to do look development for a lookDev reel I am going to start working on in hopes of getting a lookDev or surfacing job. Usually this role includes building up the shaders or materials for objects, characters. Establishing what the surface of an object looks like when it reacts to light.
The chrome sphere shows me what my environment lighting is doing like sky color sun direction etc. The sphere on the right is the same material I am developing so I can see it on a simple shape and see what the micro surface is doing.
The colored swatches on the ground keep me informed of what my color temperature is as well as exposure. The swatches on the right receive no light. They are self illuminated straight color. I never want my whites to get hotter than the white on this panel. The swatches on the left are the same colors receiving light. You can see that pure white looks darker when in shadow. The colors also might shift towards blue a bit due to the influence of the sky lighting.
I've reversed the cube shaders to see how my pure black and white compare to my illuminated black and white. This will show me if I am over or under exposed. This is very important that I create materials that are balanced so when a lighting artist lights the character they don't blow out one of the materials causing color clipping which looks awful and destroys micro details. Same goes for if your darks are pure black.
I'm super excited to start deving out some wacky characters.
A little short I did based on this song I got off Youtube. Didn't plan anything just animated as I went until the song ran out.
Started concept on a CG character. "Humpty". I always wanted to do a humpty dumpty, its a pretty morbid story :) This obviously follows humpty after he had his fall as a kid he grew up into a proper "sir". Don't let life get ya down folks!