Monday, October 21, 2024

Week 9 Block Out Phase (Baby Turtle)

 


For this project the 3D class was assigned to make an environment based on a fantastical concept of turtles living out their lives on a terraformed moon, with a sort of Mesoamerican culture. As one of the Character Artists on the team I was assigned with the creation of an infant in the turtle civilization.




I started my process in Zbrush after gathering my reference I used cubes and polyspheres and started pushing forms around trying to blockout the initial proportions and anatomy for a toddler turtle. I utilized both dynamesh and dynamic subdivision to create clean organic shapes. This round I'm not too worried about topology or anything it's just laying forms down until I come to a good stopping point. Overall I think I landed on a very cute design that I'm excited to push forward.



Here is my reference board initially I started the process by finding other artists that may have attempted doing a juvenile anthropomorphic turtle and I was able to find two good sources but both taken in different directions. I decided to go after a much more cutesy look. After settling on that I started scouring for ideas on potential outfits that the infant could wear. I'm steering towards a headdress and some simple garb to make the baby stand out but also look comfortable in what it's wearing. And with references from my peers on good blockout and real life turtle reference thrown in to keep the project in scope of what I want to do! 





This is some research onto a talk from the Diablo Character Art Team, the entire video is useful but the point I want to reference is at 13:33 in the video on a quick and efficient way to lay down armor or clothing and have it stick realistically to a character, surprisingly simple but really effective and I can see this helping out all the Character Artists on this project!




This is another research point I would like to throw in and while not coming in handy quite just yet in the process I do believe that once texturing comes rolling around for these characters that this will be a great resource. This is a video by J Hill a Lead Character Artist at Turtle Rock and he demonstrates how he does is skin texturing pipeline in Substance Painter. And while it is on a human character I believe that skin texturing is typically the same for most creatures with layering and layering in Substance. His workflow does slightly differ into more of a cinematics pipeline but the techniques can easily apply to game asset pipelines.


And these are the perforce submissions for both the build and the source depot.
















No comments:

Post a Comment

Week 13 First Texture Pass

For this week I have officially started the texture pass phase. In this phase after finishing retopology and UVs I'm fully immersed in S...