Monday 18 April 2016

Final environment - Battle arena




This is my final battle arena environment. I made various changes to my previous model as I wanted to improve the quality and atmosphere. I modeled various props to fit in with the ancient theme such as pots/vases, crates, arrows, long grass, an urn and statue. My statue is supposed to resemble some sort of ancient Mayan/Incan goddess. The arm is broken off the statue and there is dimpling in the pots due to harsh winds in the desert.

I think that my previous battle arena models lacked character so I have added extra detail to improve the overall atmosphere.


Battle arena statue in Unity




After creating and texturing my model in Zbrush I had to export the file as a low poly model. Doing this lowered the quality of the statue, but I then baked the details from the high poly model onto it. By doing this it keeps the tris count down and requires less memory. I baked the detail in a program called xNormal. xNormal did this by creating three different maps, a normal map, a cavity map and an a high poly vertex colour map.
 





I then opened the maps up in photoshop and layered my stone texture over the high poly vertex colour map. I saved the file and then opened up my low poly model in my battle arena and created a new material. Next I assigned the three maps to the material and then attached it to my low poly model. This made my low poly model appear like the high poly model I created in Zbrush.




Battle arena - Animating assets

For my battle arena I created a urn so that in my unity project I could animate some fire to go along with it. I animated the fire by using a particle system, a texture sheet and a FX shader. 


The first thing I did was create the particle system and assign the FX shader to it. I then assigned the fire texture sheet to the FX shader and this caused small images of fire to be projected across the scene. 


The particle system lets you edit the way it carries out cycling through the texture sheet. In the texture  sheet animation box I changed the value of the tiles that the particle system cycles through to create a more dynamic and realistic fire.


I also edited the size of the fire to make it seem like it was burning low and to sit with urn.




Friday 15 April 2016

Sculpting in Zbrush - Statue


I initially built the body for my statue in Maya from this picture above. I managed to get the basic figure, but I struggled with achieving a smooth, consistent visual. I used other images as references such as a female body wire frame to help me create female assets to make my statue different to the reference image I found.


Zbrush allowed me to add fissures, cracks and scratches to my statue as well as add a texture. In the end I decided not to go with any facial detail as I thought having the detail did not go with the overall theme I settled for. 

Tuesday 12 April 2016

Life Drawing - favourite drawings

Life Drawing sessions have ended so I have picked out a collection of drawings that I thought have been my best outcomes. I have enjoyed life drawing and it has widened my drawing skill. 

Foreshortening:


Quick sketches:



Stylised :
I used felt tip pen for this drawing 


Clothed model:



Some more quick sketches:


10 minute drawing:


Quick 1 minute drawing:



Tuesday 5 April 2016

Sci-Fi Spaceship Concept Part 2

Final Outcome


After doing my initial designs and research I then went on to create my 3D model of my spaceship. I tried to stick to my ideas for textures and used a scuffed paint texture alongside some caution taping.

I overall found the task intriguing and it helped develop my knowledge of warping textures over objects in photoshop.

Monday 4 April 2016

Drawing Clothing



In our final life drawing session we were given a clothed model to draw. It was nice drawing clothing for a change because I could experiment techniques whilst drawing fabric. Here is my favorite drawing of mine from the session.