Phew, it's been a rough few weeks. I'm taking a rigging class which is totally out of my element. But, fortunately it's already informing my topology choices. Anyway, here's what I've been working on.
Looking back at my old posts, I am so excited to see very distinct growth in my skills. I still have a ways to go to contend with professionals, but in a few short months I've grown quite a lot.
My biggest challenges remain, finding a realistic and efficient placement of feathers on the Raptor without going into insane poly counts or alpha maps. I'm trying to find that balance, I talked to David Goodwine briefly about it, and he said it shouldn't be a big deal to shoot for 60-90k triangles for this, since I'm aiming for current generation games at studios like Crystal Dynamics, Sledgehammer, 343, etc. We'll see though. You can see in the top image that I was sketching feather flow into the model to figure out where to place feathers, and where I can expose skin from damage or molting. The first week of October will see the completion of the high resolution details of the dinosaurs (hopefully).
I've been slowly improving both characters along the way as well. You can see very big changes in both. I have been focusing on dynamism in the female character to emphasize her silhouette, and have made much progress since the beginning of the project. I am going to start exploring dynamism in the make character as well. I replaced his head with a study I did for 45 minutes, and his clothing is closer in construction of the final than it was last update.
As for the Rex and Sauropod dinosaurs, they were the second to last week of September's projects. There is no alpha work in them, it's all either hand sculpted or small bulging details done with spotlight. They're going to be focused and finished in the tail end of the week. The Styracosaur and Raptor will be the first jobs tackled this week, as the styracosaur now needs to match the quality of the others, and the raptor needs serious work.
My biggest challenges remain, finding a realistic and efficient placement of feathers on the Raptor without going into insane poly counts or alpha maps. I'm trying to find that balance, I talked to David Goodwine briefly about it, and he said it shouldn't be a big deal to shoot for 60-90k triangles for this, since I'm aiming for current generation games at studios like Crystal Dynamics, Sledgehammer, 343, etc. We'll see though. You can see in the top image that I was sketching feather flow into the model to figure out where to place feathers, and where I can expose skin from damage or molting. The first week of October will see the completion of the high resolution details of the dinosaurs (hopefully).
I've been slowly improving both characters along the way as well. You can see very big changes in both. I have been focusing on dynamism in the female character to emphasize her silhouette, and have made much progress since the beginning of the project. I am going to start exploring dynamism in the make character as well. I replaced his head with a study I did for 45 minutes, and his clothing is closer in construction of the final than it was last update.
As for the Rex and Sauropod dinosaurs, they were the second to last week of September's projects. There is no alpha work in them, it's all either hand sculpted or small bulging details done with spotlight. They're going to be focused and finished in the tail end of the week. The Styracosaur and Raptor will be the first jobs tackled this week, as the styracosaur now needs to match the quality of the others, and the raptor needs serious work.