Showing posts with label Tom. Show all posts
Showing posts with label Tom. Show all posts

Friday, December 3, 2010

Drogan Ball Z - Animation Preview

Here's the animation I;ve been working on, not final as i need to add to scenery, fix up a few camera flaws etc but you get the jist of it. sorry about the poor quality my home computer sucks, 55mins to render 500 frames >_> i'll get up the 720 when its finished


Thursday, October 21, 2010

Drogan textured - Rig in process


Just a quick update, textured now, needs a tiny bit of tweakage, just fixing up skin weights and envelopes but otherwise he's rigged, animations to follow shortly


Thursday, October 14, 2010

Update


Here's an update of my Urias model.


Texturing it now.


Drogan - Normal Mapping


Just a quick update to show where I'm at considering I haven't posted in while. Fallen a bit behind but slowly catching up. Should hopefully have the sculpting finished this evening. This is what I've go so far with the normal mapping. Muscle anatomy is certainly not my strong point but oh well, getting there.

Have my texture ready though so just a case of throwing it on.

Wednesday, August 25, 2010

Update

I call my creature, Urias!

The basic concept is flaming souls sprouting from his back and chains that glow red. Urias controls these chains to attack.

Wednesday, August 11, 2010

Drogan Game Model


So I spent the evening continueing what I started in class, reducing the poly count. I was going too high and it was causing a small difficulty in modelling. The head is a liiitle bit messy towards the front now but nothing I can't fix.
Anyway, hands, tail and legs have been done. I do need to do toes still and add a few little bits like nails and mouth features. Also need to redo the horns and do his torso horns as reducing the poly count messed them up. And add his ornaments/clothing.
As i was saying to Michelle earlier, I should have the complete game model (no texture or rig) by the weekend. For now though, if anyone wants to play around with him in his current state you can download the max file from my mobile me at:
https://files.me.com/da.thomasthompson/p881ea

The password is Eclipse (case sensitive)

Poly count is now 1850.

Cheers, Tom


Monday, August 9, 2010

Drogan Model 60% Done


As editing my previous post a bagillion times appears to have crapped it up I decided it would be easier to just make a new one =p

So work and drinking and sleeping have slowed me down a fair bit I didn't get to complete the upper half during the weekend, this is as far as I've got so far. Still a lot of tweaking to do (i.e obliques, side of head etc.) but i don't foresee the legs being too much of a hassle to do. So I should have the complete game model completed by end of this week. I will however get whatever I'm up to onto the share drive as requested by someone else next time I'm in. Then I'll texture/rig him so you can use him in game before moving onto the high poly model for using in a video, just got in Mudbox to help with that part but based on the performance of my computer thus far I predict the majority of the high poly stuff will need to be done in tafe. I'm also more than willing to help anyone else modelling, just shout if you want a hand.

Also, in regards to storyboards, i decided its probably best to wait a week or so to see peoples final concept choices and begin modelling.

1400 polys. let me know if i'm going too high with the polys for the game model.
First image no turbosmooth.
second image 3 iteration turbosmooth.

Cheers, Tom

Thursday, August 5, 2010

Drogan 3D Start


So I thought I'd share what I've spent the last 2 hours working on. I'm actually working without crossplanes for the first time. Worked this completely in perspective view. Quite pleased with the progress I made but certainly a long way from finished. Will continue to work on it and will post the full upper half when done. 173 poly count so far.Edit 1: 5 Hours work image replaced 2 hours. 495 Poly count.Edit 2: 8 Hours work. Not particularly happy with the jaw, spent a lot of time trying to smooth out the side of the head, about to do a few teeth and try and define the mouth the way i want it.Edit 3: Ended up having a busy WE so didn't get much further. Basic body shape done. Lots of work to do on it. Head still not complete.

Wednesday, August 4, 2010

Title Draft


So I tried to explain this earlier to Michelle so literally a 5 minute job to show what i was thinking. Lightings all wrong, and font is nothing good. But you get the jist. I just felt anything with a big eclipse was very Heroes dominated.

This is just an update for a new concept. This is just what I roughly have and nothin' is concrete yet. This is my day creature for Eclipse. It has physical souls sprouting from its back and probably does a wailing sound. The chains glow a bright orange that pulsates heat and all that. I'm gonna change the head into a lion to fit in more with the day theme.

Drogan Update

Mkay, so not much in the way of changes here. I few notable ones however are;
-Fin like areas behind horns and on back have been removed. For the back I will have more bone petruding.
-Bracers and loin cloth added (leather), necklace of teeth/bones, ornament around his horn is kinda like a small metal charm with a feather.
-Although not noticeable, I have changed him from a 5 fingered model to a 4 fingered and 3 toed.

Other things to note are his colour scheme (minus clothing etc) is pretty solid, thanks to Michelle for the suggestion on the faded 'underbelly' which will blend much better with the 3D model when textured. Other than that, I'm pretty happy with the concept now and will probably move on to making the cross planes now.

Some things I've discussed with both Phil and Michelle this lesson I'd like to briefly touch on. Currently, I have a few ideas in terms of animations, videos to be exact, whether a commercial trailer or a teaser involving combat. However, a lot of the ideas I have are 100% not viable to do by myself so what I've been given the OK to do thus far is scout out any interest people may have in making maybe 2 teams (as our group is small) combine ideas, and produce a good, not half arsed video. Obviously we're all learning and only scraped the surface of animation last lesson but with a little commitment and working as a whole I think we could get some good results.
I will try and get up some v. basic storyboard ideas within the week so if you like the sound of it (and it gets approved by the powers that be) let me know and we'll further advance on some ideas. Alternatively, if I don't hear from anyone don't be suprised if i approach you asking to join me, and feel free to say no.
Also, in order to get a good amount of content I think it would be beneficial if the primitive models produced are shared across the groups. I know last semester we gave them to the programmers to throw in the game but this time i think it would work well if the video teams had access to the low polys (and vice versa) they could then tweak and use. But thats certainly weeks down the line.

Also, Patrick, I really love your concept and would greatly appreciate the chance to use it sometime.

Cheers, Tom

Thursday, July 29, 2010

Drogan

Full view image.

Edit 31/07.
Removed image including side view as it broke first link and wasn't good.

Not sure why but it won't let me comment on this (maybe too long?) so here's the chunk I just wrote in regards to your comment, Ozy.

Hey Ozy, I finally got around to fixing the image so you can read the text now. It addresses (vaugley) a few things you mentioned. I will be working on the concept tonight and tommorrow and should hopefully have a finalised 3/4 view that I'm happy with. I've already decided that I will probably remove those flappy things behind his horns and try and put some ears in theer place, this will allow me to add some earing/charms. I will probably attach something to one of his horns and am thinking about perhaps making one broken to give him a warrior veteran type feel.

As for clothing in general, I agree he definately needs some armor of sorts, preferably something that allows his muscular physique to still be shown but also add to bad-assness. We'll see how it goes. Weapon wise, I was discussing with Dan the other day about his tail being either a spear or maybe something else spiky but a bit more of a bludgeoner. His claws could be extendable (think of sabertooth from xmen) that way I could emphasis a more agile/powerful/savage brute-force character. Or alternatively maybe some small dagger/katana style blades which could be kept in a sheath around his lower back (think Cloud from FF: Advent Children)

Cheers, Tom

First concept

This is my first concept for a "night" creature. At the moment there is no name for it, think one f or me? Cool. The basic concept of this creature is that it would find an ether sprite and then control the ether within that sprite and manifest it into a physical, ethereal form. The bands that extent from it is also made up of ether used by Ephraim to manipulate the corrupted ether's actions. The bands are attached to a spirit like flame that is basically the sprite's will in physical form. It should be a caster type monster 'caues it's purely made up of ether and spells are supposedly using ether as a catalyst.