Monday, April 27, 2009

Wake Up Call - in Color

A delayed post. This is where I was about 2 weeks ago on the Wake Up Call character. That was before things got crazy busy at work, and I haven't had a chance to touch him since. I really like the stylized direction he's going and I've got a pretty big idea for the overall composition.

Now, if I can just wait for things to settle down long enough for me to get back to him.

Sunday, April 5, 2009

WakeUp Call

Next up is another mini-fig super hero. This one comes straight from the mind of Steve R (the same creator for ChocolateBunnyGuy). Obivously, he likes to live a little "outside the box".

WakeUp Call is a hero turned...well barnyard. He has multiple shapes but for this piece we're focusing on his "Rooster" form.





It's always fun to create non-human characters and I'd say the biggest challenge here was combining the non-human aspects with a believable humanoid form while at the same time staying true to the original character design from City of Heroes.

City of Heroes has an outstanding character creation system that allows you to create virtually anything you can think of (with one head, two arms, and two legs). However, since the request for "barnyard heroes" somehow hasn't made it to the top of the devs wish-list Steve R had to take some liberties with the given costume pieces to make the hero look like what he had in his mind. For example, since there is no "rooster beak" costume option, he went with a yellow gas mask. The beauty of what we get to do now is bring to life exactly what he has in mind for the character.

This picture shows the base pieces for the character. All the elements are there, just minus the details.

Monday, March 30, 2009

Alchemy + zBrush

"Lousy_Day" on the City of Heroes boards pointed me in the direction of a new drawing program of sorts called "Alchemy". It's a interesting little program and it's free. Calling it a "drawing program" may have been a little inaccurate...it's more of a creativity program.

At it's base it's a gestural drawing program with some very different tools and effects. Their site http://al.chemy.org/ posts a definition of the word alchemy as: "a process by which paradoxical results are achieved or incompatible elements combined with no obvious rational explanation."

While that's quite a mouthful, the more I toy around with the software the more I find that to be a pretty accurate description.

Based on a video posted on their site where a user combines Alchemy and zBrush, I thought I'd try the same experiment. So a took a few moments in Alchemy to draw this rather simple and very abstract black and white drawing. (you can tell by looking at it I had literally nothing in mind other than to create some interesting shapes)





Then I imported the image into zBrush as an alpha, inverted the colors, converted the alpha to a texture, and wrapped it around a basic head shape that I had pulled out of a primative sphere. Then by masking by intensity, I inflated, pushed and pulled on the masked head. Still, other than the head shape, I wasn't "going for" anything in particular. It could have been a helmet, an alien, a monster...or anything else centered around the head area.

In only a few minutes I began recognizing shapes and elements forming from all the pushing and pulling, and I just went with it. Subdivide up to the next level and keep going. By now I've deleted the mask to open up more options for sculpting.

And half and hour later I ended up with the model below.





Granted it's still pretty rough, but it's the beginnings of a futuristic, lion/humanoid creature. I must admit, it was a pretty darn fun process. I highly recommend it if you ever hit a creative block, or have a little free time to spare. I can honestly say, "You never know what you're going to create."

Check out the site, sign up for the alpha program and try out the software. Special thanks to "Lousy_Day" for introducing me to the software.

Friday, March 6, 2009

ChocolateBunnyGuy - mini-fig



All the wierdness has been ironed out and ChocolateBunnyGuy is ready to go. This is Stever's hero from City of Heroes and he's a very unique character indeed. The polygon strangeness was my mistake. With the seam problem, I was lucky enough to find a solution on the zBrush Central site. It seemed a little duct tapey, but it worked just fine.

Maya Weirdness

I'm currently in the process of getting my zBrush model into Maya for rendering. It should be a good test since this model has multiple subtools and materials. Everything was going surprisingly well with a couple of (relatively minor) exceptions.

1. There are still some seems popping up in the displacement map.

2. There's an odd rendering weirdness going on with polygon objects that aren't using a displacement map, namely the belt and the chains. I expect that problem was either caused by the export to Maya or it's a problem entirely in Maya itself, which hopefully won't be too hard to track down and fix.

Other than those, he's coming along pretty well.

Saturday, February 28, 2009

Chocolate Bunny

Here's a very unique City of Heroes character called, "Chocolate Bunny"...currently a work in progress. Most of the base modeling is done but there are a number of accessories that still need to be created.



Thursday, February 26, 2009

Busy, Busy, Busy

So much Zbrush work...that I won't be able to show for a while. But not to worry. I've got a couple of mini-fig pieces coming up that are perfectly fair game for posting.

I've definately been getting plenty of Zbrush to Maya experience as well, which is always good.

I'll be posting the mini-fig images soon, and hopefully finishing up Lord Arachnos.