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Marleen Vijgen's Master thread

- - - - - master level 7 game art character 3d

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#1
Enalrem

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I'm currently doing the fulltime masters course for game art, it's amazing to be here and see everything that's being made. I originally did my Bachelors in Game Design and Development in the Netherlands, but decided I want to learn how to make good Art. I have been doing 3D art for almost three years now, but I always felt I was "faking" it. Now I really want to learn how I need to work. Most of my art was semi-realistic because I mainly did not know how to make realistic characters. I am also following the first years CG Practices and second year zBrush Organic classes. While I know how to use Maya I know that I don't know the basic rules because I have never learned them. Most I know is self-taught which caused big gaps in my knowledge that I hope to fix now.

 

I hope this year I will learn how to make better characters. Not only design them, but also realistic creation.

 

I will start off with my first two Practice 1:Media briefs;

 

So this first one I mainly focused on getting the hang of Marvelous Designer. I really love to design clothes and I want to use it in my workflow. Really helps me to get fast results for realistic clothing as well.

 

tumblr_oxmpfi54Cn1s9ira5o1_1280.png

 

 

tumblr_oxmpg2MM2X1s9ira5o1_1280.png

 

Second project I wanted to focus more on character design. I tried some things out in Photoshop, but I really lack the skills to put my ideas in my head on paper which makes me frustrated. I continued with the old man. This would be my first character in a realistic style. This is my first draft for this week and I might continue it later. I feel like the colors are too saturated though.

 

tumblr_oxxpamPDDA1s9ira5o3_1280.png

 

tumblr_oxxpamPDDA1s9ira5o4_1280.png


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#2
Enalrem

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So the third project: Memories and Nostalgia. We are supposed to recreate an environment or character from one of the games we loved to play as a child. I will be making the Queen of Gleeba, Voluptua. She is one of the characters of Dragon Quest IX. This series is one of my favorites from my childhood. I played it so much on the Nintendo DS that my dad once threw it out of the window (luckily the DS survived). In honor of this game I will make Voluptua. She is an incredible vain person with a pet lizard Dracky-Woo. 
Before I chose a character I wanted to play the game first. One of the first things I noticed were the awful word-jokes in every single name. As a child I did not understand these because my English wasn’t that good yet, but right now I still love the game. The jokes only make it better. 

I'm lucky there is still an original concept art picture to find on the internet:
ruhnerlcqhbs.png

This is the work I did today:
I started blocking out the shapes and looking which subtools I would need. I will take most back to Maya. The legs and arms still need a lot of work. On one side I am worried that her face is not going to be recognized, but I don't want to use the style the concept art is drawn in. Not sure yet if I am going to use another face, I like this more adult look...

pqj6lkjzcxyy.png


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#3
LittleClaude

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Marleen Vijgen's Level 7 thread

 

Fronted, sweet! looking forward to the day you bake it all down :)

 

Also looking forward to hearing your work flow, which reminds me we need to get the student lead master classes back up and running.

 

giphy.gif

Attached Files


Edited by LittleClaude, 19 October 2017 - 09:18 PM.

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#4
Almighty_gir

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Nice :D

 

are the briefs the same as last year? "Red chase blue" etc.

 

Looking forward to seeing the two expanded choices =]


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#5
Enalrem

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mikuzep47tle.pngy6vyr0p64qtr.png

 

@LittleClaude I might make a short one page tutorial on my workflow would be fun to do!

 

And I guess the briefs are the same? We had Red chases Blue, Places of the Mind and this one is for Memories and Nostalgia. At this moment I really want to expand them all, I'm having a lot of fun with these briefs :3. 

 

Today I mostly worked on creating a custom zBrush UI with the functions I use the most. I need to move the left bar to the right though, it's really annoying to move your pen to the left every single time. I also did some work on the upper body and finalized the shapes there. When I have finished everything I will remove symmetry and add scratches and that kind of stuff.


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#6
Enalrem

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BTW, for the people interested in my UI set-up you can download it here: https://drive.google...bFpOeWExa19rV2s

 

  • I use 4R8 with a 2560x1440 screen resulotion
  • You can load it with Preferences > "Load UI" and with enable custumize selected you can customize it. If you press CTRL+ALT you can move stuff around and put your own brushes/materials/stuff in the bars. Don't forget to store the Config as well if you want to keep it.

y6el49wk7icl.png



#7
Enalrem

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xpe46n7asmdh.png

dyioozakqty2.png

 

For now this project "Memories and Nostalgia" is finished. I am happy with some parts, but some parts really need a rework. Shoes are still in blockout but I am happy with the whole first pass overall. If I would take this project further I would make the face more unique/interesting, change some parts, make a lowpoly with rig and then a simple idle animation.

The brief for next week is "Light and Shadow". I want to focus on making a scene where I can render my characters in Unreal with different lighting set-ups and different backgrounds. I need to find some good tutorials because lighting is a big weakness for me, but I look forward on working on it!


Edited by Enalrem, 26 October 2017 - 10:04 AM.

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#8
Almighty_gir

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If i could offer a word of advice:

 

Spend less time on these one week briefs, and put the time into preparing your written work for Research and Inquiry. Don't get me wrong here, you've smashed this artwork, it's great. But the Research module will sneak up on you hard if you're not careful.



#9
Enalrem

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@Almighty_gir Yeah, I thought I planned it all in very well, but apparently we are supposed to move a lot faster than I expected.

 

https://youtu.be/jGjaMHxnZU4

 

^ I tried quite a few things but I have no idea how to embed a youtube video here, because nothing seemed to work, so I give you guys this link :(

This video shows what I have been working on for the last week. The assignment was basically to use lighting in Unreal. I have used Unreal before at my internship, but I never used blueprints or created a lighting set-up so this was all new for me. The goal for me was to create a scene where I would be able to show off some of my works in different lighting set-ups and different views. I struggled a lot but I was determined to get the whole thing to work. It might be easy to create in the end, but for someone with not a lot of knowledge of blueprints/coding it took me a while to understand. I like doing it though  :)
 
Tips on creating a good lighting set-up in Unreal are very welcome. As I am still very new to this I would really appreciate some  :).
(for this scene I used models that I already made before)
 
1frsue8bfzhy.png

c0q4kx4dg64a.png


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#10
Moid

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Try to move the main light in the scene further away from the camera - in this case, move it more to the left so that the shadow casts more to the right. This will start one side of the character being lit, while the other side is in shadow. Then try a weaker strength light on the other side to add illumination to the shadows and to prevent them from being too dark. The idea is to have a line down the centre of the character that is not black shadow, but is darker than either side. The addition of a rim light may help as well. Some of Pierre Paul Prud'hon's drawings of the core shadows technique are a good guide - this way of lighting explains 3D form well.

 

prudhon_standing_female_nude_ca1790-3.jp

Here you can see the dark line where neither light's illumination reaches to any strong amount, and that one light is weaker than the other. 


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#11
Almighty_gir

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I did the MA last year, so please feel free to get in touch if you need me to read over your blog or essays.


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#12
Enalrem

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@Almighty_gir I might come back to you about that later, might need a quick proof-read on it later :)

 

So I put the Unreal project in the freezer for now. I have added some functionality and would love to make it some kind of standalone portable 3D portfolio, but currently I don't have the time/knowledge to do it. I definately going to be working on it later though.

 

Continuing on what I am doing right now;

fwa78127ahsb.png

The Queen Voluptua lowpoly. For the 3D printing brief I have chosen her. I don't know yet which materials we are allowed to use, but if we can use the white powder printer I definately want to use that one to add another model to my collection :). I am not only going to 3D print her, but I also wanted to make a game ready model with some (facial) animations. Would be nice :).

 

l1g7z0m7hysi.png5rb5yqedvvwy.png

And the brief I have chosen to progress further; the traditional Dutch girl. I mainly want to focus on making a realistic character. I already love the clothing a lot, so I decided I wanted to focus on (facial) anatomy. I know there definately is something wrong with her, around the eyes? Or the jaw? But I have been staring at it for too long and can't spot the mistakes anymore at the moment... Would someone be able to help me? Tips on how to achieve a realistic sculpt are also very appreciated. Btw, I used Doutzen Kroes as reference and the hair is just temporary...



#13
Almighty_gir

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Hey!

Just a couple of pointers on the generalities on her head:
The widest part of the zygomatic bone (cheeks) should be as far out as the widest point of the back of the skull.
To emphesize her femininity, you could make her jaw angle slightly steeper, bringing the back of the jaw up toward the ear so that the corner is in line with her lip-line.
The eyes have a really nice form, although i would maybe drop the eyelid a little so that it covers more of the iris. The eyeball itself also needs to be dropped just a smidge lower into the bottom lid.
You then need to bring the entire eyebrow line down, it's almost twice the height it should be at the moment, giving her a permanent shocked expression which contends with the shape of the brows themselves.

I also think your material isn't helping much here either.
Try the GW_Max_Blinn http://download.pixo...w_max_blinn.zip
gw_max_blinn.jpg

or the GW_Maya_Blinn http://download.pixo..._maya_blinn.zip
gw_maya_blinn.jpg





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