Today, I laid in the shape and flow of Elly's hair. I still need to nudge the hair pieces from the profile view because they appear flat, and the size variation of hair strands needs attention. I also modified the hand shape and pose, but will need to touch up on the details of the fingers.
Here's another sculpt in Medium!
Incoming 30 Days of Medium Monsters? I think that would be a perfect theme (and practice) :)
Hey all! I've found a new Medium!! (hurhur, get it?)
Lately, I've really been wanting to produce 3D work quickly - ideally to finish pieces daily (or almost daily) even if they aren't of high quality and detail to begin with. This is mainly so that I can do an exercise that focuses on the content and art side, rather than small details and tech.
After speaking with my colleague, it really felt like Oculus Medium is the answer. It doesn't yet allow for the amount of precision and detail with the out-of-the-box tools, but once I get the hang of stamps, I think some really nice stuff can come out of it.
Here is my first little monster ^. Stay tuned and watch as I learn more about this tool!
For the past two months, I've been very slowly chipping away at this piece (work got incredibly busy). I'm a bit sad to not be completing this entry in time for Retrogasm 2018, but I'm going to continue working on it until it's done.
It's still a work in progress, but here is an update on the sculpt. I changed the face so it has more realistic attributes - with a style that's more comfortable for me to work with - and I think it's already looking better. Next updates will be more of the face, the eyes, the hands, and the calves. Then the hair will be the next large portion of work.
This is a texturing update from last night's stream. If you want to stop by, my stream is www.twitch.tv/meowmixnomz! Heads up, the streams have been very short lately, so keep an eye out for my announcement tweets if you're interested.
I added texture to the cloth, the straps, and the lower area. There's still a lot more detail I need to add/tighten up all around (considering taking out some of the brown leather areas), and her weapons will be following, afterward. Stay tuned!
Hello! I've recently spent some time working on this Death Knight/Paladin hand painted character, and wanted to share some updates.
Firstly, I did an overall color palette change for the entire character. The original colors were way too vibrant for her to be a death knight, so I shifted everything to be a bit colder/bluer, such as skin tone, and shadows, as well as her eye color and gem color. Secondly, I started playing with more color variation, particularly in her hair. This is something I've been wanting to push and to play with more, so I'll be using this effect on the rest of the character once I have the overall appearance down.
You can check out the progression of this character here
It's been a while since I've worked on any real time hair / hair cards - I usually do sculpted hair these days - so I figured I'd do a little refresher project. I decided to use the Demon Hunter model for this project, by swapping her sculpted hair our for real time hair. The sculpted hair was instead used as a base to create the hair card strips. I found a new Zbrush brush and UV techniques to speed up the process, all of which are explained here: https://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/
Once the UVs were complete, I did some really quick texture work, and here is the result:
Wow, it's been a LONG time since my last post :(!
I've been so busy with work and a bit spread thin on time, I just haven't been able to work on personal stuff at all, really... Not for about a year now (sounds so insane, I know).
Hopefully that's about to change. I've recently been extremely inspired, seeing more and more beautiful work/talented artists/new art styles I want to learn/new mediums to explore/old mediums to get the hang of again - I really just want to dive back into it full force.
I'm starting off by finishing this project I've already started (I hate not finishing things!), and ideally making quick work of it so I can move onto the next thing.
First up is the Dark Paladin Girl I started a really long while back.
I had already started working on the sculpt a while ago, before I dropped the project. When I picked it back up, recently, I decided I would do very little focus on sculpting detail, and would get right into retopologizing, so I could hurry into texturing.
Note: These are NOT the final colors, nor what the materials will look like at all.
As of 2 days ago, I have her retopologized and UVed. Maps will probably be 1024 and 512 respectively. May even go lower.
Retopo + UV:
Next steps are to just start painting!
I have been on the fence on how to render her, but I think I'm going to go very painterly so it has a style similar to certain (mobile) works.
Planning on finishing this project up within the next couple weeks when I have spare time after work/on (free) weekends!
Stay tuned for updates! :)
It's taken a bit (too) long to wrap this one up, but we're finally here. I changed the route I went with this character, and decided to just do hand painted instead of PBR - something about the model aesthetic just beckoned me to stick with hand painted! (Which means I'll have to make a different PBR piece, but I digress....). I was fortunate enough to have my mentor, Josh, help me transform this character greatly. In terms of the sculpt/model she went from too symmetrical, not really honed in on style, and boring, to quite the opposite. And in terms of texturing, I got a great demo on some fundamentals I need to keep practicing in order to focus the eye on the face, and reduce too much noisiness in unwanted areas.
If you want more detailed info of this character, please check her out on the home page of my site.
Here are some final shots of the model:
If you want to see progress images of the final version, please check out the piece on the home page of my site. For this blog post, I thought it would be kind of cool to include the stylistic transformation she's gone through.
I'm a little late on posting this, but here's an update to my Demon Hunter. (Slow progress, I know -_-)
This time I managed to get the retopology of all the small pieces finished. I also UVed the whole piece.
I'm planning for her to have a total of 2 maps, and she'll be textured in PBR, but before I start texturing her, I'll need to bake out her normal maps. Still got quite a bit of work on this, but I'll be on the grind.
Just a little info:
She ended up being just over 20k tris. This is a bit higher than I usually go, but I really wanted to model out some finer details/make this a higher detail piece. We'll see how it goes.
Kat Yu's Blog
This is a blog that I mainly use to record the work I do for AAU, but I'm sure I will be uploading some personal stuff, as well.