Thursday, June 20, 2013

The Moonkin is in Maya!

The title was going to be "Finally Final", but those are curse words for an art project. In fact just typing that has cursed this project! I can now see a spot where I can improve (there are probably lots of places for improvement, but this is just what I can see at the moment.)

Wednesday, June 12, 2013

Bit O' Transparency Needed

So the red will be see-through. I might duplicate the leaves around a bit more, but the paint job is done! Well, sorta...I'll do an overhead lighting pass and a darkening gradient from the feet up to add a little overall lighting.

Thursday, April 25, 2013

soslow!!!

Small update...hopefully his face will read more easily when the black parts of his mustaches are transparent...if not they might have to go or shrink. I'm going to also apply a lighting and ao pass/attempt plus a dark gradient from the feet up and hopefully those passes will also help contrast and readability.

Thursday, April 11, 2013

"Amazingly cat like"

I used to have a car with a fair bit of power. One friend used to say that driving it was like "trying to ride a mountain lion". That came into my mind the other day while looking at a four wheeler. I'm sure it's been done, but I can't remember seeing a rideable robot cat...conceptrobots.blogspot.com probably has 10 of them tucked away somewhere, but here is my quick idea for one.

Friday, April 5, 2013

Never heard of a Moonkin?

This is a WIP for my version of the WoW creature/character called the moonkin. They are pretty hilarious looking, though that hasn't stopped me from playing one, but I feel they could use a revamp. I have some concept sketches around here somewhere, but they may have been lost in a spring clean. I've probably been a little too liberal with my polycount, but since I can't find any real poly numbers for current Warcraft expansion characters....I'm winging it. Here are the current versions I'm working from.

Tuesday, December 11, 2012

"You can never have too many knives"

Here's a quick update on Logen 9 Fingers. Should be fun designing his many knives and the Maker's sword. From the book he seems to be a fairly pragmatic warrior which makes his "flare" a particular challenge. He doesn't wear armor, so no crazy shoulder pads, plate or chainmail. Any extras have to be useful or it wouldn't go along with his character.

Thursday, November 29, 2012

"Sieze the fat one!"

After watching the royal coach spot so many times I had to give one of the Rhino guards a go.

Wednesday, November 28, 2012

"Solid gold hubcaps"

This is the Royal Coach from Disney's "Robin Hood" one of my favorite cartoons. Thought I'd do a little hard surface. It was pretty straight forward, there were one or two parts that took some trial and error, but otherwise it was smooth sailing.

Monday, November 12, 2012

"Move it around, move it around!"

The title is a quote from a Disney character with a crown that plays soccer...any guesses?

Wednesday, October 24, 2012

Warcraft Male Human, Fan Art

Hope to get the textures finished in the next day or maybe tonight. I've got my Tom Selleck reference ready to go, for the stache and maybe I'll put some Wolverine type arm hair on his tri-cep and posterior deltoid(rawr!). Update: He's in maya and textured. The portrait is a shot out of MudBox with a slapdash background I painted up.

Saturday, October 13, 2012

If I could make a Thorin, this is how I'd start

"The Hobbit" is coming! I've been listening to the unabridged audio book for the last few weeks and needed to make something. This is the start of my take on Thorin Oakenshield (rawr!). This is my favorite illustration of a dwarf by amazing artist Adrian Smith. I don't know that I'll be able to match this look, but it's definitely an inspiration.

Thursday, October 11, 2012

The New Warcraft Human Male. More Sorbo! Less Bieber.

Number 6 doesn't look anything like Justin Bieber, but 5 sure does ring of Sorbo. What player would ever pick 4 as a look is a mystery to me-though, sadly, nature has chosen it for me in real life. Thankfully A is an option! I hope to start work on the game model soon. Here are a few face change ups. These are created for symmetrical textures/uv/geo. They would look a bit better with some asymmetry of course...so I might take one and create asymmetry in just the area of the eyes, nose and mouth.

Saturday, September 8, 2012

Demon Fire Xbow! Burns like real demons!

Prop for my MMO character. It isn't meant to match his armor, just the style. There is a glowing bowstring, however Mudbox likes to pick and choose it's opacity maps.

Thursday, September 6, 2012

The armor is finished!

The first image is out of maya's default viewport with the textures still at the resolution I painted them, 1024. The second image with the greenish-brown background is out of Mudbox. The textures have been smooshed down to 512 for the character and 256 a piece for the armor.

Monday, September 3, 2012

Chesty La Rou!

That one was a beast, now just pants, belt, boots, gloves, cape and weapon...by tomorrowish!

Thursday, August 30, 2012

Finally getting to the armor

This is one of the shoulder pieces for my bird guy. 420 tris and I will admit this is pre texture smash, so the texture is at 512x512. I'm sure the reduction to 256 will obliterate them, but oh well. On to the helmet! Here's the helmet...I suppose it "goes without saying".

Thursday, August 9, 2012

Painting without the clone tool

This is a low poly character(2600 Tris and a 512 texture)with actual painted textures. It's pretty fun to get away from projecting photo textures onto everything and pick my own colors and such. It is a polypaint job out of Zbrush!?...I thought for sure that mudbox, with its layers and straight to photoshop exportability would be the way to go, but no. I prefer the fluidity or less-clunkiness of the Zed. The feedback or paint stroke is more instant or something, though the color vertex baking to get a map is not. I hope to have his armor and weapon done and also painted by next week. Should be a bit of work, but fun.