Saturday, December 29, 2012

Rigging done

So I finally got around to actually putting a rig on this.  I first wanted to use 3DS Max but I found it's skinning tools to be cumbersome and annoying.  So I hoped back into Maya and rig it up a lot faster than I would have if I had tried to stick with Max.  Aw well.  I do like Max's Modeling tools better.  I just don't remember max being that annoying to rig and skin things in. 

Friday, December 28, 2012

Just practicing...

Waiting for a phone interview ... decided to try and sketch something.  about 1 hr of work.

Thursday, December 13, 2012

Tweaked Maps

Made more detail in the Diffuse and Specular.  I also toned down the lights.  I suppose I should rig her now.

Wednesday, December 12, 2012

Started coloring ...


So she's all retopo'd and started putting some color to her.  The result so far . . .

Saturday, December 1, 2012

Guilty Gear - Ino



Taking a break from coding ...  I decided to do a model based on a character I didn't create.  Her name is Ino and she has one of the more interesting character designs from the Guilty Gear series.  This is only phase one.  That is, the high poly model is pretty much done.  I need to clean up some things and prepare it to be retopologized, as well as optimizing areas for better normal map transfer.  But all the pretties are here.  I just Threw a bunch of similar colors on each subtool, no REAL color work done.  I probably won't bother doing any coloring in zBrush and just focus on getting the textures to look right in the low poly modeling.  Right now the plan is to have the jacket and hat be separate objects from the rest.  Everything else will be re-topologized into one model.  I also have to do the guitar.  That'll come later.  Anyway ...