Here’s some Elder Scrolls fan art I whipped up recently. I loved Morrowind and the Dunmer culture in that game, and after playing the Dragonborn DLC for Skyrim recently some of that interest was piqued again. I’d love to design a full dunmer character someday… we’ll see if I ever get to that. I have too many other projects on my plate right now! That said, I do have a new character in the works and should have concept art to post soon. I’ve been taking it back to the basics, drawing with pencil and paper (how archaic) and have really been enjoying the design process. I’m excited to get into 3D but having a lot of fun with the concept phase too, so I don’t want to rush things.
On a side note, I’d like to be more intentional about not only posting what I’m working on here on this blog, but also being more active in the game art community. I have some useful 3D resources that I’d like to get together and upload to my site in addition to having some ideas for tutorial videos that may be helpful to those artists who are just getting started in this field. More updates coming soon! (Supposing I don’t get completely overwhelmed at work by GDC preparations, that is.)
I’ve been looking back over my portfolio and it has been really fun to see the growth over the last year or two. I’m hoping to take some big steps in 2013! Looking at what presentable work I have, I’d really like to create a full female game character with a sci-fi theme. I’ll start doing some sketches in the near future when work allows, so watch out for those.
Speaking of sketches, I’m making a militant effort to stay on task in sketching every day and so far I’ve been thoroughly enjoying the experience. I’ve already found that I’m having an easier time concepting visually and I’ve only been doing it daily for the last week! I’m really looking forward to how a month or two, then a year will have on my ability to draw. Fun stuff. I seriously recommend it for anyone interested in any aspect of art. Sketching flexes our “brain muscles” and helps our minds think more creatively.
After months of using pretty much all of my free time on this project I’ve finally finished my character called “Maltair!” Here is a turntable of him, captured out of the Unity engine. I used the Unity engine as a learning experience to see how much I could pull off with something that is kind of considered an “indy” tool. I wanted to familiarize myself with the engine and see how pretty I could make a character look. At some point I may take him into Marmoset or Unreal, but I want to show what I pulled off in Unity.
Modelsheets, wireframes, etc… coming soon. (When I have time)
I’ve got the majority of the character blocked out at this point. There are a couple few pieces I still need to add (straps for the gauntlet, satchel, etc..) but most everything is there at the moment. A big thing I want to tackle soon is blocking out the forms for the hair, so I can at least get a feel for the overall silhouette of the character.
His head is coming along, but I still have quite a bit of polish to put on his noggin’ as well.
Here’s an update on my Polycount BRAWL submission. Last week I did some concepting and finally settled on something that I like and this week I spent a good chunk of time working on sculpting out the base anatomy. especially focusing on the facial features. It has been an interesting experience to design someone to look similar to concept art, but to still have the realistic idiosyncrasies that make people feel real. I still have a lot to learn, but I’ve been having fun so far.
I’ve also been making an effort to document my progress (especially in the sculpting phase) and have made a timelapse of my work to this point.
While I’ve been waiting for Domainace War V and the recently announced Polycount BRAWL, I took some of the inspiration I got from this thread over at Game Artisans (specifically Tom Parker’s work, which is absolutely phenomenal) and started a series of speed sculpts. I’ve never tried sculpting with time restraints before, so it has been challenging to me, but I’ve enjoyed it a ton! What I like about doing gestures in life drawing and now speed sculpts in ZBrush is that I find myself willing to push myself to try new things and the freedom to mess up because I know I’m only going to loose an hour so it isn’t the end of the world. In other words, it feels great to break out of nitpicking perfectionism.
Anyhow, here are two busts that I did in 1.5 hours each. I still have much to learn, but I had fun and am relatively pleased with the results so far (considering these are my first two.)
I’ve finally been able to put some of my time toward my passion of creating characters; so here’s an update on Iris. I’m currently trying to polish up everything I have on my website/portfolio to a more professional level. When I look at what is up there right now, I cringe at how much it looks like student work. I know that I can reach much higher levels, it is simply a matter of finding the time.
I should be updating my website/portfolio in the next couple weeks, so be sure to check back!
Here are the base skin tones for Iris’s face. I still need to add in the imperfections and desaturate it a bit, but it’s a start.
I wish I had more time to spend on the Iris character, however classes, work, and now Thanksgiving are getting in the way of me doing the stuff I really want to do. Ah well, that’s life isn’t it?
I’ve pretty much finished sculpting the civillian variation of Iris. However, due to time constraints I doubt that I’ll be able to finish the other outfit before the end of the semester, which is unfortunate.
I’m continuing to learn a lot about the whole “game character pipeline.” Something I think I need to work out in my technique is at what point I take a hard body object into ZBrush. For example, I brought her shoes in way too early on this sculpt and ended up wasting a lot of time when I could have simply modled them in Modo from the get go then added stitching after the fact. Same thing goes for the belt. Now I know.
Current challenges: I’m also trying to find a good technique for creating a bandage like wrapping… what I’ve tried to date has felt flat and “muddy.” (I’m not getting the definition I want.) I’m also not sure how I want to go about creating the belt loops. I spent quite some time trying to get a mesh extract to work inside of ZBrush, but the results felt sloppy. I’ll probably take a stab at it in Modo.
Having taken her as far as I could in ZBrush, I pulled her into Modo to retopo and start fixing the things that are giving me trouble in ZBrush. Aside from working out a few kinks in the shoulder topo, the base mesh is pretty much done at this point. I also started blocking in the hair planes… I’m not sure how they’ll turn out since I’ve set up hair planes before.
I got a little distracted over Halloween (Killing zombies on Minecraft and Left 4 Dead 2), but I’m back now with an update. I’ve started adding in the little “facial accessories” like the earrings, nose-ring, ear piece, and then the arm implant. Also, I think I settled on a hairstyle. Let me know what you guys think!
I also threw a Fullmetal Alchemist themed desktop together, ’cause I was getting bored with my old one. (If anyone wants the files, give me a shout and I’ll upload them.) Check it out:
After a little feedback from some guys on Polycount and talking to Rob I reworked most of the face again; specifically the eye sockets and mouth.
I’m still not set on a hairstyle yet, but I was playing around with ZSketch for the first time to experiment with some possible hair silhouettes. Opinions or ideas?
And finally… I’ve been working on her anatomy details and underclothes. I’m pretty much done with the “naked” version. (This is the mesh over which the player would be able to swap out clothes and armor.) It’s pretty exciting to move on past a bust (it seems like that’s all I’ve been doing recently… I don’t know why.) and start seeing the whole character come together. I must say that I’m pretty stoked to keep working on her. Stay tuned for more updates!
I’ve been working on her head… I’m thinking I’m nearly done with the facial features. The ears (obviously) still need to be worked out. I’ll probably finesse the jawline and neck a little bit in the morning when everything looks fresh.
Tomorrow I’m going to tackle the rest of the body and try to get that nailed out… hopefully further than that even. I’m trying not to get too bogged down in crazy details since this is for a game character and you can only see so much detail. However in the end, I still want to come out with a nice sculpt.
I’m still not exactly sure what I want to do for her hairstyle… any suggestions?