Thursday, 26 November 2015

Starting Work On The Base Mesh

Low Poly Base Mesh



So this week I have been creating a low poly base mesh for my character, the model its self has the bare minimum features that will be in the final product, currently the model has a full body with hands and feet and a head. The feet contain no toes as the feet will be hidden by boots, the hands contain fingers as the character will be wearing gloves so this will help me model gloves around the fingers, and finally the head as of right now is just a head shaped poly, there are no facial features on the head as of this moment as I am planning to create these features in Zbrush as I believe I can get a higher quality finish using that software over 3dsMax.

See below images of the current state of the 3D model:





As you can see by these very initial pictures the model is lacking an intense amount of detail which I will be adding up over the coming weeks using Zbrush. Next week I will be focusing my attention on the head, creating the nose, eyes, ears, mouth, and just generally defining all the general shape and structure of my characters head.

-J.W

Friday, 20 November 2015

Designing My Character



This week I will be designing my character, using mood boards and research of the game I am basing my character in.

I plan to make my character based off the main character in the Uncharted video games series, Nathan Drake.

Drakes outfit is very simple and has stayed simple throughout the video game series, it consists of a T-shirt and jeans combo with walking shoes. Throughout the course of the series Drake often has various accessories such as gun holsters, scarf's, belts, pockets, over-shirts and various different bandoliers. 

I plan to create my character with the same emphasis on clothing, staying true to the "adventurers" outfit style, below is a mood board of what outfit I plan to create my character with.



As in my previous posts, I still plan to create a male character with an athletic body type, however I have decided I would like to attempt to create hair, however if this proves too difficult or lowers the overall quality of the model because I am putting too much time into making the hair right, I will remove the hair, and keep my character bald. 

Next week I am going to begin progress on the base mesh of my model and upload the progress in another blog post.

-J.W

Monday, 9 November 2015

Monday 9th Meeting

Today, Monday 9th of November, I had a meeting with my work specific tutor to discuss the work I will be undertaking in my final project.

We discussed how I wanted to model and rig a 3D character in 3ds Max as my final project, however during the discussion I was told how hard rigging a model is, and that my lecturer believed that it would be a final project of its own. We also discussed how a lot of companies nowadays use sculpting software to add finer detail to the meshes of their models and that it would be a good idea if I were to use this same software when making my model.

Due to this conversation I have decided to change my final project somewhat, Now instead of modelling a character and rigging it I am going to remove the rigging aspect from the project. I am also going to model my character inside 3ds Max and add finer detail, such as muscle formations and bone structure in Z-brush.

I aim to make my final project all about the model itself, I would like to achieve a high quality model using a range of textures ranging from diffuse to specular, showcasing many different textures, such as leather, various types of metal and glass. The model itself will still be modelled with the intention of it being used for animation therefore I will still need to create the model with the knowledge of clean topology and implement that knowledge while creating said model.

Over the rest of this week I will be adjusting my project proposal to reflect these new iterations to my final project and be sending them off for review, then if all is in order I shall be handing my proposal in for submission.

-J.W


Saturday, 7 November 2015

Refined Job search - Junior 3D Artist

So this week I feel that I should update my job searches as before they were too vague and didn't go into as much depth as I would have liked.

Below are a list of junior jobs with their relative information, I will be comparing my skills with that of what the jobs require and colour code what I have, what I don't and what i need to improve upon.

Skills I have
Skills I need to improve upon
Skills I do not have

3D Modeller / Artist (Job link)

Skills2Learn, a Babcock International Group Company, is a dynamic company based in Milton Keynes specialising in cutting edge e-learning and games-based ('Serious Games') learning solutions.

Requirements:
  • Ability to create realistic based assets via photographic reference with correct Scales/dimensions.
  • Technically minded individual with interest in Engineering based design.
  • Understanding of Hard surface modelling techniques,with an interest in vehicles and Mechanical based assets.
  • Accuracy and attention to detail.
  • Problem solving abilities.
  • Be creative and have an eye for detail. 
  • Show initiative and be able to develop ideas. 
  • Work effectively as part of a team or individually. 
  • Good communication skills.

3D Artist - 3D Studio Max / Zbrush (Job link)

We are currently recruiting on behalf of an international games company based in Birmingham for a talented 3D Artist (3D Studio Max / Zbrush ). This entertainment giant now operates in over 30 countries and this figure is increasing every month.

Skills
*3D Studio Max
*Zbrush or Mudbox
*Photoshop
*Experience in 3D modelling, texturing and lighting

It is essential that you have experience in turning 2D art concepts in to 3D characters. We are looking for a 3D Artist (3D Studio Max / Zbrush ) who comes from a similar background, ideally you will already be working in a 3D role and will be creating animations and characters.


Junior 3D Artist (Job link)

Amiqus are partnering with this fabulous indie developr to help them find a superstare 3D artist, They are based in Nottingham and are curretnly designing and developing a wide variety of games across multiple platforms.

Essential Skills:

• Extensive knowledge of modelling, shading, texturing in Maya
• BA in Animation/Art, related field or equivalent experience
• Excellent game-focused portfolio
• 1+ years of professional character modelling experience
• Character/Environment/Prop creation (Modelling/texturing)
• Adept with 2d painting / drawing packages (Photoshop)
• Adept with high-detail sculpting packages (Z-brush preferred) & the baking-down to in-game process
• Understanding of technical art constraints, tools, and best practices
• Excellent artistic skills with good understanding of form, composition, color and lighting.
• Ability to adapt to different art styles


Major Pluses:
• Experience developing using Unity
• Scripting in any language is a bonus
• The ability to rig and animate
• Proficient in Illustrator and After Effects
• Technical understanding of digital art pipelines with solid knowledge of the technical aspects of level building, and have constructed levels from start to completion

After researching through junior jobs it is clear to me that I do have knowledge of most of the skills that they require, however it is clear that I still need to improve in all aspects of my work. It might also be of benefit to me to begin to learn Mudbox or Zbrush in my spare time as it would seem a lot of companies nowadays would like their artists to have this experience as well.

-J.W