Saturday, December 26, 2009

Gears Woman Update 4

Did some baking on the low poly. Going to rig the character and start the texturing. This should be fun!






Monday, December 14, 2009

Gears Woman Update 3




Sunday, December 13, 2009

Gears Woman Update 2

I'm now address the issues of my model and started with the face. Overall the face before just felt odd and wasn't gelling. I'm reworking the proportions and tweaking shapes like the eyes, mouth, and other places. It still needs work and the ears need to be redone from scratch, but that's okay because I like sculpting ears.


I'll work on this a bit more and then start addressing the issue of her body not having a strong feminine silhouette.

Wednesday, December 9, 2009

Gears Woman Update

Been painfully working on this on my old PC rig that can barely handle anything these days. I built a new machine last Friday, but I'm still wanting on my new videocard to be delivered to complete my new PC that I need badly to finish this project and start future projects.

I've worked on damaging the armor and started high poly modeling her weapons. The weapons are based on the same pistol, sniper rifle, and shotgun in Gears of War but with changes here and there. The pistol will end up having buzz saws that come out letting it be like the chainsaw on the Lancer, but smaller and more compact. The Gnasher shotgun I made is a triple barrel shotgun. The Longshot sniper rifle has mostly just aesthetic changes and the scope is centered over the gun while the Gears longshot scope is off centered to the left. They're still works in process and some things are missing and need to be adjusted.

I also added some piercings to her face that are still being worked on.

As soon as the new PC comes I'll be able to build the low poly and bake the maps without constant annoying crashes




Pistol


Gnasher Triple Barrel
Shotgun
Longshot

Sunday, November 8, 2009

Caroline Carmine (Female Cog Soldier - Gears of War)

I'm a big fan of pretty much anything Epic has made. I remember being a kid and playing one of Epic's first games, ZZT. The game's art was in all ascii. It was about some dude who was stuck in like some wild zoo where lions where the letter "L" and your hero was a smilely face. The game made completely no damn sense, but wow was it fun and I use to play it for hours. Another Epic favorite that I wish would be resurrected is Jazz the Jackrabbit. That game in my opinion was the Rachet and Clank before Rachet and Clank but in a 2D platformer mold. The game's main thing was wacky, cool weapons and there were plenty of them. Hopefully some day Epic will form a small team (if they haven't already) to make an XBLA/PSN version of the game. If such a thing happens, I hope they keep it to its 2D roots. I also played a lot of Unreal Tournament in my time too. My favorite mode was Assualt, but they took that out of UT3 and I haven't invested much time in the series anymore because of that (and my old computer can't handle UT3 well enough).

Epic's new claim to fame, Gears of War, is one of my favorite games this gen. I loved Gears 1 mostly because of the multiplayer and then Gears 2 came out and the multi wasn't as good. They added some gameplay tweaks that I felt were unneeded. It also seems that all people on Live want to do is glitch and cheat by mashing buttons on their routers so everyone but them lags. Gears 2 is still an amazing game, but it's just not as fun and didn't have the lasting power as Gears 1.

I think Gears has the best art style of any game out right now. There are a lot of games with amazing art styles, but something about Gears just sets it apart for me. So, I've had this idea of making a female Cog soldier in my head for about a year and just didn't have the proper time to invest in making one. Well, I got some time now and began to concept out some armor that had Gear's art style mixed with some of my ideas. So I started the model wit ha very base body that's WIP. I just got a base body so I could build the armor around it. I'll be heading back to the body and fixing up all the errors. Here's what the high poly model looks like so far.

Body




Boots

Arm Guard

Shoulder guard with Knife attachment

Tuesday, October 6, 2009

The Jimi Hendrix Experience Update 4

Forgot to update this blog, but I made some final renders of Jimi over a month ago.








After some feedback, I'm going to add a little more motion to him and give him a more lively facial expression.


Sunday, August 16, 2009

The Jimi Hendrix Experience Update 3

I still got a list of small things to finish up, but here are some text renders






Thursday, August 13, 2009

The Jimi Hendrix Experience Update 3

Small update with spec map in and adjusted so he looks less cartoony.


The Jimi Hendrix Experience Update 2

Still working the texture. Need to fix some of the lines on his pants. I want some of them to be wobbly in areas where there are wrinkles, but some are extreme and not fully believable yet.


Tuesday, August 11, 2009

The Jimi Hendrix Experience Update 2

Now that I got the low res retop model built, I got to bake the textures. The bake came out pretty good. I was worried how the the design on the front would come out seeing how using low res geometry for that would be way too heavy and a rigging nightmare if I wanted him to do extreme bends.


After cleaning up the bakes, I started the color map which is still in the early stages. I plan on finishing this up in the next couple of days and then going on to his guitar, various other objects like his chain, and his stand for render.



Saturday, August 8, 2009

The Jimi Hendrix Experience Update (Fender)

Just got finished modeled the high poly version of Jimi's Fender in Max. All I have left to model is the strap and his famous rope tassel he wore around his neck. First, I'm going to make the low poly bases for his body/clothes and his guitar and bake the maps. Here's a peak of the highpoly fender from the Max viewport.




Tuesday, August 4, 2009

The Jimi Hendrix Experience

While I was working on Karl, I was doing other things such as making Samarah, working on my MEL scripting, making a site, and doing lots and lots of research on Jimi Hendrix. I wanted to remake the legendary guitarist, but before doing so I knew I would need a lot of reference material. So, for about a week in my spare time, I searched the net for all the pictures, movies, and info I could find about Jimi Hendrix. I ended up with a big haul that I felt would be sufficient. After the completion of Karl, I took two days off just to get away from the computer and when I came back I started Jimi immediately. I'm still in the Zbrush stage, but I'm close to finishing that stage and moving on to the low poly mesh and bake.



Jimi Head sculpt with texture on












The Completion of Karl


I spent a lot of time making Karl and forgetting to post updates, but most of all my updates can be found in his thread on cgCoach.com http://www.cgcoach.com/beta/index.php?option=com_kunena&Itemid=340&func=view&catid=19&id=2858

Here are the final renders of Karl. I had fun working on him and learned some new tips and always the more important "things not to do".


Old Model Reworked

Here is a old model I had created over a year ago but never finished. This model a year back was one of my early attempts at Zbrush. Below is a picture of the old model and early newbie Zbrush attempt.


It was a fair attempt, but I never got to finish the model due to other school projects and it just disappeared out of my mind. While working on Karl, I decided to resurrect this character and kind of start over on her and see what I could produce in two weeks while still working on Karl. So, I set up a gameplan, pretty much found my original file of her in tpose and worked from there. Here are the final results of the Zsculpt of and lowres bake I completed in my spare time in those two weeks.



More can be seen on my portfolio site > http://www.yinkaAlade.com

Wednesday, June 3, 2009



The Creation of Karl (Update 1)

Changed the characters material to get a better handle on the shape and form of his body. Thne I started to work on the hands because they needed some serious attention. They still have a ways to go. In the second shot in this post, you can see what his hands looked like before (not very good). His overall body still needs some tweaking to make sure the silhouette contains the shape of his fat folds.

Working on hands


Sclupt update on the body as a whole (taken before working on hands)