Okay, nearly done now! I've finished modeling completely (ZBrush details for the hi-poly model as well) and now it's down to the textures and generating maps. However, before I put up the final post on my results, I wanted to show the completed model as it is in Maya so far:
More to come. I'll try to make another post when I've finished her up.
About Me
- Micaela Holmes
- Atlanta, GA, United States
- I am a 25 year old Game Art and Design major at The Art Institute of Atlanta. I'm studying for my Bachelors and expect to be graduated by spring of next year. I'm looking for positions in the gaming industry as a 3D modeler and/or texture artist. I have training in and am proficient in using Maya, ZBrush, Unreal Development Kit (UDK), and Photoshop. I'm always willing to learn new programs and add to my skill set.
Tuesday, November 30, 2010
Sunday, November 28, 2010
OC Aida - Progress Check-up
I didn't have internet for a while since I wasn't staying at my own apartment, so this update on my progress, needless to say, is long overdue.
Anyway, the character sheet I posted for my OC (original character) Aida has been coming along nicely. I got a lot of work done over the break and I'm just about ready to step into the texturing phase. The images I'm posting are a few steps behind where I am now, but it's what I've rendered out thus far:
Like I said, I'm done with more than these images indicate, for instance, the straps have been added to her sleeves along with the buckles being finished. The head and hair are also underway, but I won't waste time rendering out another pass of progress images until I'm even further. By tomorrow I should have some new work to show.
Anyway, the character sheet I posted for my OC (original character) Aida has been coming along nicely. I got a lot of work done over the break and I'm just about ready to step into the texturing phase. The images I'm posting are a few steps behind where I am now, but it's what I've rendered out thus far:
Like I said, I'm done with more than these images indicate, for instance, the straps have been added to her sleeves along with the buckles being finished. The head and hair are also underway, but I won't waste time rendering out another pass of progress images until I'm even further. By tomorrow I should have some new work to show.
Monday, November 15, 2010
Character Model Sheet
Alrighty, for my second project in Pre-portfolio class I've decided to do another character. This time, my own, and the first step is to come up with a design. I had three different ones and finally, after some feedback from my instructor, settled on one. I then drew up and colored a model sheet for her. It's nothing fancy, but it will give me something to reference when I'm modeling her in Maya:
I may upload the initial concept sketches later... maybe.
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I may upload the initial concept sketches later... maybe.
Thursday, November 11, 2010
5 Nifty Little Animations...
As an assignment for my Advanced Game Animation Class, I'm to upload at least 5 of the 15 animations I was supposed to do. I chose the 5 that I like most. Enjoy:
Smoking... bad for your health
Keep your balance girl...
Run, run, run
This is a stick-up? Just side-step away!
I'm gonna throw a rock. Or a grenade...
Wednesday, November 10, 2010
Character WIP - Continuing Progress
I'm still working with the female doctor character. Haven't quite finished or gotten her to where I want her yet, but I've made a lot of progress. I still need to take the model into zBrush to get some better normal maps going, not to mention I also want to push the details way out. I'll be furthering this to get it ready as a portfolio piece, but in the meantime, here are some renders of my continued progress:
I know the renders aren't that great, and I'm going to have to find some way of getting my hands on Marmoset (unfortunately, my laptop can't handle the program) to get wonderful, sparking renders.
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| This is the reference image I was given. I did not draw it nor do I know where it came from but I take no credit for the image, just the 3D modeled version of it. |
Monday, November 8, 2010
Character WIP Update
I've made further progress with my female doctor character. The only thing missing from her model now is hair and one accessory, I believe. Currently finishing that up while simultaneously unwrapping. FYI, there is a seam only because I haven't combined the two halves of the body yet. I'll do that along with putting the textures on sometime tomorrow and get a nice render for it. Will probably update later this week with the final images, but until then, here's what I have thus far:
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| Front view |
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| Three-quarter view |
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| Side view |
Thursday, November 4, 2010
Character WIP
So, since I had some time, I decided to take some quick renders for my progress so far with the current character project for my pre-portfolio class. It's supposed to be a female doctor character, I believe (I didn't come up with the concept, just modeling her) and I was given a limit of 4000-7000 polys:
As of this point, being finished modeling her body, I'm around 3000. Hopefully the head and hair won't add too much to my count. Working on unwrapping the UVs simultaneously and finding that I'm actually excited about seeing her completed. I'll update again sometime this weekend, hopefully with a completely finished head.
As of this point, being finished modeling her body, I'm around 3000. Hopefully the head and hair won't add too much to my count. Working on unwrapping the UVs simultaneously and finding that I'm actually excited about seeing her completed. I'll update again sometime this weekend, hopefully with a completely finished head.
Advanced Game Animation - Walk Cycle
I was given the assignment to create a looping walk cycle that could be used in-game. After receiving a lot of feedback and critique of how to go about doing it, I gave it my best shot. It may still need some work, but maybe it has a good start so far. Here's a front view:
And a profile view:
I see a slight issue but I can't figure out how to fix it. There's something I'm probably missing in the graph editor, and staring at the screen for so long is probably causing me to overlook it. I think it's time to move onto a different animation...
And a profile view:
I see a slight issue but I can't figure out how to fix it. There's something I'm probably missing in the graph editor, and staring at the screen for so long is probably causing me to overlook it. I think it's time to move onto a different animation...
Wednesday, November 3, 2010
Some Poses for Game Animation Class
Okay, so I was told to help with my animations I should do poses to get a good line of action in my character. For these I'm using the Andy rig, I didn't do the model or the textures. Using it strictly for educational purposes. All image references I based the poses off of were found doing a google search:
And here's another:
Currently working on a crouch pose and something else, along with animations. I'll update more later once they've bee refined more.
And here's another:
Currently working on a crouch pose and something else, along with animations. I'll update more later once they've bee refined more.
3D Bot Model Re-textured
This was a class project that I started earlier this year. I modeled this bot from a reference image given to me by my instructor in Maya 2010. The initial textures lacked a little something... so I was told to go back and work them out a bit more. Here's the result:
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| High angle view |
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| Low angle view |
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| Close-up view |
I used two UV sets simply because there were so many parts! Had fun redoing the textures for this. The walls and ground are simply planes with textures applied to them.
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