Friday, 13 May 2011

Meeting with Academic Supervisor 11/05/11 and Final Forth Character Developments

After my short meeting with Lynn from the last two days, she seems to be impressed that I've worked further on my forth character. However, she believes that my first three texture tests on pattern effects looks more like the Tron character, and I must remember to keep my own concepts seperated from existing characters.

So from yesterday, I've made some updates with the character's colour scheme from the black version to the blue version (I considered this colour to be more suitable), and apply these changes towards another two texture tests in Photoshop. Once this was done, I've finished off the character with an action pose using the transpose tool in ZBrush, and then apply the render pass and composite the final image in Photoshop.

As for the showreel, I've managed to put together all of the four character developments and final concepts (with description for each process) into one final video. I've also have the option to update my showreel for this Tuesday's End of Year Presentation, along with a PowerPoint Presentation to describe about my project's research and developments.

All my practical work have now been submitted on time this afternoon, and I can now focus on continuing with the dissertation and also the 1500 word essay for the Professional Practice module.

Updated Texture Test 1


Updated Texture Test 2

Final Forth Character Concept in Pose and Composited Image


Maya Render Tests


Honours Project Showreel

Thursday, 12 May 2011

Meeting with Academic Supervisor 11/05/11 and Final Forth Character Developments

From yesterday evening, I've had a short meeting with Lynn as I've shown her my further developments on my forth character including UV and Normal mappig, and colour and texture tests between ZBrush and Photoshop. When I've shown her my texture tests for the black colour scheme concept, she kindly noted that it's looks more like the Tron character rather than being my own design, and I'm required to keep the character seperated from the Tron version (probably because I've selected the black colour scheme and added orange lines on the character's costume).

So with this issue, I then decided to quickly develop another two texture tests for a blue coloured version of the character as I thought that this colour would go well as an energy powered hero, and it's seperated from the Tron character.

This afternoon, I've finally finished the texture developments for the character along with setting up a final image based on a range of render passes and combined these images in Photoshop, and also added some energy effects to make the image stand out well. I've also managed to set up the character's action pose with the Transpose Master tool in ZBrush.

And once the ZBrush and Photoshop developments were done, I quickly went into Maya to test the UV and Normal Map textures on the Low Poly Model. I'm proud to say that the render tests were sucessfull, and I then took snapshots of the rendered image from Maya.

All that leaves to is to finish off the showreel and arranging all my development files for each character developments before I would burn them on a DVD.

New Texture Test 1

New Texture Test 2

Action Pose Image

Final Concept Image

UV Map 1 (Body)

UV Map 2 (Armor)

UV Map 3 (Mechanical Parts)

Normal Map (Body)

Render Tests from Maya

Wednesday, 11 May 2011

Texture Tests for Character No. 4

I've developed up to three texture tests for the forth character in Photoshop. I was experimenting with the line effects based on Tron's costume as reference, and also the glowing effects for the energy core.

Texture Test 1


Texture Test 2


Texture Test 3

Tuesday, 10 May 2011

Completion of Sculpting and UV/Normal Mapping for Character No. 4

Today, I've finally managed to finish the high poly developments for the forth character in ZBrush. I then work on creating UV and Normal maps again with the help of UV Master, and I went back to Maya to UV map out the other mechanical parts (the energy generators on the character's back) and exported the UV mapped model back into ZBrush in preperation for polypaint.

The polypaint process (the colour blocking process) went really well and quick, and with the all the UV maps created, I was able to transfer the polypaint textures directly onto the UV map in ZBrush which was a time saver rather than doing them all in Photoshop.

All I need to do for tomorrow is develop some texture tests over the rendered image in Photoshop, and then apply the chosen textures onto the UV maps thus transfering the UV map textures onto the model in ZBrush or Maya for texture testing. I'll also need to create the final composite image in Photoshop with the character's action pose, and create some turnaround animations from ZBrush towards building the final showreel (either by tomorrow or on Thursday).

Final Character Mesh in Colour (before texture tests)

Monday, 9 May 2011

Meeting with Technical Supervisor 09/05/11

This afternoon in the Whitespace teaching area, I've had a short meeting with Gordon regarding towards my current forth character developments in ZBrush. He says that my character's high mesh is coming along well, but he believes that it looks to 'blobby' and less detailed. So he then showed me some examples of well detailed character based on hard surface modelling along with using the alpha brushed for extra details (e.g. the Heavy Mech character by Mike Jenson from ZBrush Central). He showed me a handy and useful tool known as the 'Extract Tool' that allows me to create extra meshes by projecting them after using the masking tool (e.g. creating shoulder pads, body armor).

So as soon as my meeting with Gordon was finished, I continued with the high schulpting developments on the forth character in ZBrush and used the extract tool method to create body armor and pads for the character's costume. I then ended up with three different versions of the highly detailed character. I now just need to send some image samples of these versions to Gordon and hopefull he could email me some feedbacks about the high sculpt developments that I've worked on this evening.

Version 1


Version 2


Version 3

Friday, 6 May 2011

Project Tasks 13 (Refined)

09/05/11 - Final Texture and colour developments on mesh, develop normal maps UV texturing, update learning contract and consent form drafts, and continue with dissertation and email it to Colin and Lynn.

10/05/11 - Final developments for forth character with action pose and turntable animations, and create consent form draft and email it to Lynn.

11/05/11 - Refinements on other characters, construct showreel, and update dissertation

12/05/11 - Put together all practical work and update sketchbook for deadline.

13/05/11 - Practical Projects deadline, and continue with dissertation draft.

Finished Poly Mesh and Colour Tests for Character No. 4

Today I've have successfully sculpt the character with muscle features (with the help of human anatomy as references), and I've even managed to create the character's UV map with UV Master in ZBrush. Once the high sculpting and UV mapping was done, I then developed six different colour tests using polypaint (just to lay out basic blocking colours for each version). I now need to present these colour trials to other members in my class and hopefully gain some feed backs on one of the colour designs. I could then proceed to the final colour and texture work on the character between ZBrush and Photoshop, and also project normal maps from the high poly mesh onto the low poly with either ZBrush or other normal mapping applications for this Monday.

Colour Test 1


Colour Test 2


Colour Test 3


Colour Test 4


Colour Test 5


Colour Test 6

Thursday, 5 May 2011

Completed Base Mesh for Character No. 4

The forth character's base mesh has finally been completed, but it took longer to model than expected. But I should now have no problem on entering the next development stages for tomorrow such as creating the character's UV map, developing high poly mesh on the body, and also develop some colour tests with polypaint all in ZBrush.

The mesh was also based on one of the chosen rough concepts because of the appearance that suits the character's profile, and the proportions and style of the character's costume that would be ideal to model and develop colour schemes in the process.

Front View of Base Mesh


Back View of Base Mesh

Wednesday, 4 May 2011

Academic Supervisor Meeting 04/05/11

From this morning's meeting, I've shown Lynn my current developments of my forth character from updated silhouettes towards my 3D base mesh and the first attempt to develop the high poly mesh along with muscle features. She then suggests that I should make some updates on the polygon faces for the original base mesh (including for the lower part of the body) to make the mesh look more appealing and better for high poly developments. And I also need to work more on refining the muscle features including the chest area by looking up on the human anatomy as references during the sculpting process in ZBrush.

But overall, she seems to be pleased that I'm still making lots of progress, and I also need to make sure that I would get the dissertation draft (with all the structures filled) completed and submitted to Colin on this Friday for feedback. Also I need to keep up with my sketchbook developments (apply all the images of each character developments with comments) towards submitting my work, and to include all of my files containing all the development processes for each character in separate folders.

So for tonight, I'll be making another attempt to reconstruct the character's arms and hands in Maya (or use the ZSpheres in ZBrush), and then continue with the high scupting and colour tests process tomorrow.

Tuesday, 3 May 2011

Character No. 4 Modelling Process

The base mesh for the forth character has finally been created between ZBrush and Maya. I've also got started on developing the high poly sculpting on the base mesh along with creating the muscle features on the character's body.

The next part is to work on modelling the character's props and other features (e.g. shoulder pads and a chest piece), and then work on the unwrapping process to form the model's UV map using UV Master in ZBrush.

Character No. 4's Low Poly Mesh



Character No. 4's High Poly Mesh

Project Tasks 13

03/05/11 - Finish base mesh modelling, finish rough concept developents, UV Mapping on Low Poly mesh, and update Learning Contract.

04/05/11 - High Poly sculpting developments, and colour tests on character mesh.

05/05/11 - Continue with colour tests, final composite image, and texture map developments for character mesh.

06/05/11 - Projection map developments (Normal and UV maps) for model, and update Dissertation and Learning Contract.

09/05/11 - Final character image in action pose and turnaround animations.

Monday, 2 May 2011

Meeting with Technical Supervisor 02/05/11

I've managed to have a short meeting with Gordon this afternoon, and we've discussed about the feed backs on my hybrid creature developments and also the forth character process so far.
I then asked Gordon for some advice about the approaches towards modeling a simple base mesh for a human character since I've been having some difficulties with this from last Thursday. He then says that I could simply construct the body with the ZSpheres in ZBrush, form the mesh with the move tool (also in ZBrush), and then model and attach the hands to the body mesh in Maya and update any topologies before the sculpting stage.

As soon as the meeting was over, I then got to work on modelling the character's base mesh in ZBrush, and then created the hands in Maya. Meanwhile, I'll also need to make some more updates with the forth character's silhouettes to add some extra features and more proportions to explore more on the concept (also advised by Gordon as he suggests that I should work on this more).

So for this week, I need to focus on modelling the character along with developing colour tests, create the character's UV map, and also create the composite image in Photoshop.

Wednesday, 27 April 2011

Character No. 4 Silhouettes (Updated)

An updated version of Character No. 4's Silhouettes with two extra designs along with modifying their proportions and sizes.

Updated Silhouette

First 1 minute showreel for Showcase Project

Last night, I've managed to put together my first 1 minute showreel for the Showcase project, and emailed the video file to Dave (who is in charge of the showreel group). It contains all the three character developments including artwork images and turnaround animations of the 3D characters (from ZBrush).

1 Minute Showreel


Project Tasks 12 (Revised again)

27/04/11 - Meeting with Lynn, and continue with Character No. 4 developments.

28/04/11 - Finishing rough detail concepts, and begin base mesh modelling in ZBrush or Maya for Character No. 4.

29/04/11 - Continue with dissertation draft for chapters 4 and 5.

02/05/11 - Meeting with Gordon, update Character No. 3 image, and continue with forth character's mesh modelling in ZBrush or Maya.

Meeting with Academic Supervisor 27/04/11

During the afternoon meeting with Lynn, we've discussed about my developments on my third character (including the updated pose and final image), the beginning of my forth and final character developments along with using the chosen methodology out of the previous three, and also the updates for my second dissertation draft. We also talked about plans on how I will finish the final character and have enough days to create a final showreel before the project's deadline (Friday the 13th of May 2011).

Lynn believes that I'm making very good progress for my project (including the practical work), and will also email me the dissertation and the learning contract drafts with her feedbacks on them.

So for next week, I need to work on the agreed action points as follows:
  • Continue with forth character developments.
  • Redraft Learning Contract.
  • Address dissertation draft.
  • Show Character No. 3 developments to Gordon.

Monday, 25 April 2011

Character No. 4 Silhouettes

I've managed to get started on the fourth character developments with Silhouettes from Photoshop. Though most of the silhouette's proportions looks the same (still sticking with a muscle type human), but I did made an attempt to create different costumes (e.g. shoulder pads, power cords coming out of the hips or arms).
The step is to work on the rough detailed concepts based some chosen silhouettes in traditional form (drawing in a sketchbook with a pencil) instead of using Photoshop.

Character No. 4 Silhouettes

Project Tasks 12 (Revised for Character No. 4 developments)

25/04/11 - Finish final Character No. 3 image, and silhouette developments for Character No. 4.

26/04/11 - Draft for Chapter 4 in dissertation, and rough detailed sketches in sketchbook.

27/04/11 - Meeting with Lynn, and base mesh modelling in ZBrush (with ZSpheres).

28/04/11 - Draft for Chapter 5 in dissertation, and finish Low Poly mesh in ZBrush/Maya.

29/04/11 - Meeting with Gordon, High Poly sculpting on mesh, and colour tests with polypaint.

2D and 3D Concept Process List (Revised)

This is the revised version of the concept art process list for the 2D and 3D Methodology towards the developments for Character No. 4.

  • Silhouettes in Photoshop.
  • Rough detailed drawings of concepts in sketchbook (instead of using Photoshop).
  • Base Mesh Modelling in ZBrush (instead of Maya), and Low Poly modelling in Maya (topology work).
  • High Poly sculpting on Low Poly mesh in ZBrush.
  • Colour tests with polypaint in ZBrush and Phoroshoop (including texture developments).
  • Render Pass from ZBrush and composite final image in Photoshop.
  • UV mapping with UV Master in ZBrush.
  • Normal mapping process from High Poly mesh onto Low Poly mesh.
  • Final texture work on UV map in Pohotoshop.
  • Final model in action pose with turnaround animations.

Chosen Methodology towards Character No. 4 Developments

After developing and gathering the results from each concept art methodology processes, I've decided that the 2D and 3D method would be the best approach towards developing the forth and final character for this project. My reason for this choice was because not only I've found it very creative and efficient to develop concept art this way, but I discovered that based on my previous research on some existing artists, most of them would use the hybrid method towards developing their own concept art. I also thought that this type of concept methodology would benefit towards my own practice in character design as a 3D Artist/Character Modeller.

I now need to create a updated and final 2D and 3D concept process list, and see what areas I would like to add or take out (e.g. if I wanted to add the rough detailed sketching instead of rough concepts in Photoshop). And I also need to work though the UV/Normal mapping process for my forth character as part of the character developments for games along with presenting the final rendered image and a turnaround animation of the final character.

2D and 3D Concept Methodology Results

The results from the overall developments for Character No. 3 using the 2D and 3D concept methodology, it's found that this method is more convinient and more creative to use. One of the reasons for this was I found that using some 2D elements such as developing silhouettes and creating rough textures on the 3D image is a good way to develop the concept. I also thought that the use of 3D polypaint and the render pass in ZBrush is more efficient towards developing colour tests and also the render compositing in Photoshop (also add some textures) to create the final image and design of the concept.
So overall, I believe that this method is more effective to use, and even if the project mainly focuses on 3D, theres nothing wrong with using some 2D elements to develop a creative and outstanding concept art towards any medium (even for games).

Dino Tank (Character No. 3) Final Image



This afternon, I've managed to made my first attempt to combine the
rendered images from ZBrush and for a final image of my third character concept in Photoshop.




Final Image of Character No. 3

Friday, 22 April 2011

Project Tasks 12

25/04/11 - Continue with compositing final image of Character No. 3 in Photoshop, and decide which concept art methodology process for Character No. 4.

26/04/11 - Draft for Chapter 4 in dissertation, and begin Character No. 4 developments.

27/04/11 - Meeting with Lynn, and continue with Character No. 4 developments.

28/04/11 - Draft for Chapter 5 in dissertation, and continue with Character No. 4 developments.

Current Progress on Final Image for Character No. 3

I've sucessfully managed to create a range of render passes for the hybrid creature in ZBrush from different metal materials to skin textures.
However, I'm encountering some problems with compositing these materials into Photoshop. I then emailed Gordon to make arrangements for a meeting sometime this week and ask if he could assist me with the image compositing part in Photoshop.

Chosen Colours for Character No. 3

Wednesday, 20 April 2011

The complete colour tests for Character No. 3

The colour tests for Character No. 3 has finally been completed as two versions were done from ZBrush's polypaint and another two from Photoshop.


Colour Test No. 1 (ZBrush Polypaint)


Colour Test No. 2 (ZBrush Polypaint)



Colour Test No. 3 (Photoshop)



Colour Test No. 4 (Photoshop)



From the overall results for this process, I found that it's better to use polypaint in ZBrush to for colour blocking onto the 3D model. However, I also found that I can use Photoshop to simply apply rough texttures and any typography on the rendered image to make the concept look more efficient and appealing. So I again would prefer to use polypaint to work on the colour tests, and also only use Photoshop for the texture developments during the colour test stage.

Project Tasks 11 (Revised)

Based on yesterday's feed backs from my meeting with Lynn, I've revised this week's tasks for continuing the dissertation draft and also the third character developments between ZBrush and Photoshop.

20/04/11 - Two colour tests in Photoshop (coloured over the rendered image fromZBrush).

21/04/11 - Draft for Chapter 4 in dissertation, and develop multi render passes of 3D model from ZBrush towards the composite developments in Photoshop.

22/04/11 - Draft for Chapter 5 in dissertation, composite final image of Character No. 3 in Photoshop, and evaluate the results about isung 2D and 3D methodology concept art process.

Tuesday, 19 April 2011

Meeting with Academic Supervisor 19/04/11

This afternoon's meeting with Lynn went really well, and was also impressed with both my second and third character developments from the previous two weeks.
Lynn then suggested that I should update the third character's leg pose as by looking at the image, it would look as if the creature is about to fall. She also suggests that I can work on two colour tests approaches, like if I do two with polypaint in ZBrush, and two with the paint and texture tools over the rendered image in Photoshop since I'm working on the hybrid methodology process.
We've also discussed about how I can structure chapters 4 and 5, and also include some case studies on existing game characters (each about their concept art approaches) for the dissertation.

So for next week, I need to work on the following action points as agreed from today's meeting:
  • Continue with colour tests for Character No. 3 (with ZBrush polypaint and Photoshop).
  • Update Character No. 3's standing pose in ZBrush.
  • Work on drafts for Chapters 4, 5, and 6 in dissertation.
  • Write results and proposal for final method towards developments for Character No. 4.

Monday, 18 April 2011

Character No. 3 High Sculpt and First Colour Test

This afternoon, I've finally finished the sculpting work on the creature's base mesh (from Maya), and I even then created the creature's action pose with the Transpose tool in ZBrush.

High poly hybrid creature in Action Pose



Turnaround Animation



As soon as the transpose was done, I began to worm on developing the first colour test for the hybrid creature using polypaint. I'll be continuing with the other three colour tests tomorrow evening, and then hopefully move on to the multi rendering pass stage for the final image developments.

Colour Test No. 1

Updates for Character No. 2

While continuing with the development work for Character No. 3, I've made some quick updates with the second character's shoulders and changed the colour scheme since the feed backs from the previous colour tests indicates that the second version was more popular. When this was done, I then made some turnaround animations of the finished monster character.

Turnaround Animation No. 1



Turnaround Animation No. 2



Turnaround Animation No. 3

Friday, 15 April 2011

Project Tasks 11

18/04/11 - Continue with high poly scupting in ZBrush, and then begin developing colour tests with polypaint (also in ZBrush).

19/04/11 - Meeting with Lynn, meeting with Clair Brennan, continue with colour tests, and then develop multi render passes for the photoshop stage (with ZBrush's render tool).

20/04/11 - Composite the final image of Character No. 3 in Photoshop including textures, shadings, and lighting, and evaluate the results.

21/04/11 - Continue with dissertation draft (for Chapter 4), update Character No. 2's final model (in action pose and turnaround animations), and also create turnaround animations for Character No. 3.

22/04/11 - Decide the methodologies for Character No. 4's development process, begin developments for Character No. 4, and dissertation draft on Chapter 5.

Progress on Character No. 3's base mesh and high poly work

I've been working on the base mesh modelling process in Maya, and it's taken me two days longer to work on than expected. But this evening, I've eventually finished the base mesh modelling, and gone straight into high poly modelling for the organic part of the hybrid creature. So hopefully by next week, I should have the third character finished and then decide which concept art methodology I should proceed towards developing the fourth character on this project.

Monday, 11 April 2011

Character No. 3 Rough Concepts

Based on the tree chosen silhouettes from the previous developments, I've applied to each concept with some rough details on both the creature's organic body and the tank armor.
I now need to decide which one of the three rough concepts would be selected for the further development stage in 3D, and perhaps do some rough 3D designs for the tank armor from Maya before going into ZBrush.
During the rough detailed developments, I've found it quick and fun to freely create some rough designs for each chosen silhouette, especially when working on the hybrid creature before going into the 3D mesh modelling stage.

The three rough concepts for Character No. 3

Friday, 8 April 2011

Character No. 3 Silhouettes

Theses silhouettes for Character No. 3 were created in Photoshop (the same method from the first development process for the 2D character) in a total of nine concepts (different proportions for each one). I've also created the grey silhouettes for the tank armor (the cannons and the helmet) and apply each different versions to each silhouette designs to make them stand out (also useful to use towards the 3D stage when modelling the seperate organic and machine parts).
This process again is quick and efficient to work on, especially when exploring the creature's form and proportions before going into rough detail developments for the chosen two.

Character No. 3 Silhouettes

Project Tasks 10


  • 08/04/11 (refined) - Update Character No. 3 in ZBrush, Learning Contract Draft, and also being Character No. 3 developments (silhouettes).

  • 11/04/11 - Redraft section 2.2, 2.3 and 2.4 for Chapter 2 in dissertation, and work on rough detail concepts for Character No. 3.

  • 12/04/11 - Redraft section 3.1 and 3.2 for Chapter 3 in dissertation, and rough 3D mesh developments for Character No. 3 in ZBrush/Maya.

  • 13/04/11 - Continue with low poly mesh process for Character No. 3.

  • 14/04/11 - Draft on Chapter 4 for dissertation, and Character No. 3's high poly developments in ZBrush.

  • 15/04/11 - Colour Tests with polypaint (from ZBrush) for Character No. 3, and create multi render pass (different render materials and effects).

Meeting with Technical Supervisor (08/04/11)

I've shown Gordon my two character developments (both the 2D character and the 3D character), and so far he was imprerssed of my current work. When he saw my 3D character work in the turnaround animation from ZBrush, he noticed that the shoulders looks short. He then suggests that I update the character's shoulders by lowering the mesh and use the move brush tool to increase the shoulder's scale size to even the arms. He also suggests that I should apply a turntable mesh for the character and the axe to stand on and add some rocks to the stand to create a well presented character in a turnaround animation. Finally, he mentions that I can use the render pass method for the final process of the 2D and 3D character development work, simply by creating different render images fromZBrush, and the composite the final image into Photoshop (this was also the same method used by Josh Nizzi from his character tutorial on DVD). He also suggests that I shoyuld take a look at the tutorials on this while I work on my 2D and 3D character developments throughout, and then try this during the character's polish rendering process.

Thursday, 7 April 2011

Further Developments on Showcase Invitations

While I've just finished off my second character developments in 3D, I went back to work further on the Showcase Invitations along with colour schemes. As soon as I've recieved the final logo and robot design from the other graphic members, I then layed out the images and some text onto the deigns. I then emailed the Photoshop files to Andrew (the graphics eam leader) and show the designs to Kevin for final approval and decisions on one of them.


Colour Concept No. 1


Colour Concept No. 2



Colour Concept No. 3


Colour Concept No. 4


Final Front Side Design




Final Back Side Design Version 1


Final Back Side Design Version 2