Showing posts with label Mudbox. Show all posts
Showing posts with label Mudbox. Show all posts

11/12/2018

'A Boy and his Shadow' Minor || Prop and Character Models



Square Eyes Model


Textured


Lambert


UV

Wireframe

Props

The Computer
to be updated with desk furniture during environment modelling stage (pens, paper, cups, other stationary ect...)

Plane



I am currently working on finalising the character rig, storyboards and animated pre viz ready for future presentations, as well as textures/matt paintings for the room and other environments.



04/05/2018

'A Boy and his Shadow' Premise 2018 || 3D Modeling the Boy


I have edited the proportions of the boy to make him look more like a preteen in this second version of my orthograph. 




The model looks like its coming together ok, the next session should see some progress on the head and face, although the hair will require some extra thought to make it more convincing. 

06/03/2018

Mudbox || Mask and Avocado Offerings Still Life




Experimental scene using a more complicated object, I think that a more interesting object like a mask helps to tell a story without words in combination with an environment like this one, with the green velvet being a factor of royalty. 

via GIPHY


This was the second sculpt of the mask featured, with the first being a rough in order to better understand the topology of the initial drawings. Improvements included the separation of the mask portions, and the inclusion of internal faces.
The mask is based off of an old design I drew in 2016, it belongs to a character that resembles a plague doctor. By reworking this design in Mudbox it helped to rework the proportions so it works in 3D space, hence further assisting in the creative process of character design for computer animation. 


19/01/2018

Autodesk Mudbox || Pepper Practise and Fruit Bowl

Experimentation within the program Mudbox lends itself to the creation of complex surfaces using many vertices and it is possible to create UV maps using this program, making it a good way to streamline work. A downside could be the number of vertices involved in mesh creation that tends to take up a lot of processing power, however it is possible to export a normal map from the model, which helps to decrease process time.