Showing posts with label zbrush. Show all posts
Showing posts with label zbrush. Show all posts

Thursday, 12 January 2012

MOD301 & MOD302 about to Start at FXPHD

I have two courses you can take part in this term at FXPHD. In case you missed it last time MOD301 Advanced environment modelling is being shown again, and yes this means I will be answering any questions you may have during the 10 weeks on that in the fxphd forum. Also I'm doing a brand new course MOD302 3D Digital Environments. So lets have a quick breakdown of what each course is about:


MOD301 : Advanced Enviroment modelling






This 10 week course covers from start to final renders the creation of a full cathedral interior based on Durham cathedral for use as background to some green screen shots. The final asset is photoreal and looks rather nice even if I do say so myself. The courses uses 3d Max and Mudbox although many followed along well with Maya and / or Zbrush (as there are a few extra videos covering both. It is not a beginners course and is hard, but as anyone who has taken the course will tell you 'you will learn stuff'.


MOD302 : 3D Digital Environments



Lets 1st get out of the way that this is not a one shot course. It is also a hard course to put it mildly and covers the creation of a number of photoreal full 3D digital environments. That means no camera projection, no 2.5D cards... so basically it means no cheating. We are living as artists in an increasing stereoscopic environment where both TV and films have made the step into it. As such many of the old tricks either no longer work anymore, or look terrible if used. The only solution is a full 3D environment in most cases.


This course will be using a combination of Vue 10, Mudbox 2012 and Maya 2012 and will be using real production examples from the 'Joan of Arc' short film being made by FXPHD. Some stills you can see on the main part of my site (www.dashdotslash.net) while others you can't because...well the script isn't locked down yet. The last 2-3 lessons will cover the creation of the external shot to accompany the interior shots made during MOD301. (Although both courses have been designed to be stand alone.)

The shot we have to match the cathedral, set dressing and any environment changes to is a complex long shot taken by Mike Seymour on the Red in New Zealand. This will work the initial reveal of the cathedral, in fact I would strongly urge watching the O day video over at FXPHD to get an idea of exactly what that will entail. We will be using suppplied tracking data and not only creating the assets for the final shot but compositing them as well in Nuke so we have a final shot.



This has been a widely anticipated course since it was annouced about a week back and I will outline again this is not a beginners course and is the highest level that FXPHD run (the other levels being 100 and 200 level courses). Again this course features a series of hardcore practical examples from a high end short actually in production.

I've also been told that an interview with me is in the latest 3D Artist magazine, I've not seen it myself yet, but keep your eyes open for it. You may also want to keep your eye on the next issue as well. ;)

Saturday, 12 November 2011

So Wayne..how do you come up with all these sculpt ideas?



That's probably the question I've been asked most over the years. I've heard it said many times that doing monsters and concept sculpts is 'easy'. But people often find that if you sculpt enough you start to run out of ideas or repeat yourself a lot. I've sculpted thousands upon thousands of concept sculpts and speed sculpts ad very rarely repeated myself. So how do I keep coming up with the ideas? Well these ideas I'll be outlining in this and other blog posts aren't new for the most part an many have been done in 3D and 2D before. but it amazes me how many people don't know about them. I figured it was time to change that.

So here's a couple of videos that'll be far more helpful if I explain what the heck your seeing.


Pareidolia


Using a random picture of clouds

Pareidolia is something I've found very useful over the years and the best thing is I can tell you what it is and how and why it works but as each person is unique, chances are you'll always end up with something that looks different. The chances that you have exactly the same brain as me or any other person are very very slim. This makes it powerful.






The best way to explain Pareidolia is the way you can look at clouds or random shapes and 'see' shapes that make sense within them. Our brains are hard coded to recognise faces and patterns so if there is a often random arrangement it tries to make sense of it and often you see a face (for example the 'face on mars' is nothing more than pareidolia).

I use this either with 2D art or images (or sometimes even in real life) to 'see' shapes that I later sculpt. I also sometime use it on an existing sculpt of mine by turning it upside down and then seeing what shapes and forms pop out at me that I then develop into something. It also works well along side the next tip and I consider them 'twins' that work very well together.

Now the brain is like any muscle in your body if you keep exercising it you'll find you get better at seeing different shapes to other people see. In my opinion some of the best 2D concept artists work in exactly the same way. I can promise it'll always be a source of new ideas.

Using a Random Starting Shape

This is something I've developed over the years as making something truly random is actually harder than you think as the brains ability and need to have order in chaos and see 'patterns' can have you ending up with a not so random shape. I've recently added to this using the technique my son came up with that allows me to have a truly random starting shape. The trick is to have a shape you wouldn't normally use as your starting base shape but not so odd that it would be impossible to sculpt anything meaningful with. In the video shown here I start 'gently' by doing some random pulls on a sphere (which I find works best for me, but feel free to adapt that if you want). I then see if I can see a shape in it....






Sometimes you hit lucky as I did with the 1st sculpt of 5 I did in 70 mins and it looked to me like a sort of weird elephant guy. So that's the direction I headed in. Now my tip is not to go nuts on details like fine wrinkles and skin pores. Why? because to be blunt you could end up polishing a turd. If something looks good without the fine details it sure as hell will look just as good (if not better) once you do a proper sculpt of it with all the details and textures.

However...... if it's a weak idea then no amount of polishing is gonna make that turd smell sweet. So what you do then is to move onto the next sculpt. Never get too attached to your designs when concepting, they are disposable and treat them as such or you can paint yourself into a corner figuratively speaking.

The 2nd sculpt is a far more standard shape which I immediately saw as a sort of bird guy. As for the 3rd sculpt, well you remember above I mentioned sometimes you hit on with a nice shape straight away? well other times you don't as in this case. So this one I skipped through fairly quickly as I knew chances are it'd not end up as a design that I would ever be using. now this isn't to say that you or anyone else can't see a really fantastic idea in it..that's what makes the ways of concepting so powerful they work differently for everyone.

Number 4 & 5 work together as sort of a 'ideas set' as I think of them. I start with puling a shape and adding a neck and lower jaw to it, then once I am done with that sculpt I then remesh it to a low poly level (about 68 on Dynamesh in this case as I was using Zbrush for this..mainly as it makes it far easier to explain and how). Then I moved onto using random meshes added to it as explained in the workflow my son came up with a few blog posts back. in the case of this one I 'saw' initially a weird Japanese geisha, but didn't want to do another cartoony one after that damn star shaped thingy, so looked a little longer and saw a character from my daughters favourite TV show. (The TV show is 'ZingZillas and the character is 'Tod' by the way). So the damn show has nearly drove me nuts I took the 'tod ' character and did sort of a slightly evil twist on it.

Now I finished on this one (even though its technically a existing character), because it illustrates another problem you can come across from time to time, where you do a random shape and cannot get past seeing a well known character in it. in this case I saw another one after the geisha but before the 'Tod' character. As it was so well known a monster / creature it meant I had to have an 'exit strategy' so I could continue concepting and not simply get walled into a series of existing shapes from a character that's already around. IN my case all I could see was the damn predator lol. So a large comedy monkey janitor from a kids' TV show was preferable in my case as there was more 'wiggle room' for creating either something new or an acceptable alternate version.

Now what I haven't mentioned is the steps I take mentally (simplified a bit) but often it is just a matter of taking your shape, seeing something there and then wrapping /warping human or animal anatomy around that shape. It sounds simple and to be totally frank it is, it just takes a bit of practice.

Now I have many more ways I've collected and came up with over the years and I'll share more of them as I have both the time and inclination to. But for the love of all that's holy don't get caught up on the 'how's of sculpting when learning these techniques, leave those for other sessions and simply enjoy coming up with designs you can later use. Technique and anatomical knowledge is important but its best kept for separate practice sessions, especially if your just starting out. I often twist and warp anatomy to see how far I can take it before it 'breaks' and cases to make sense. But to do that you have to have that knowledge as a starting point.

So there you go, I'm not in the habit of teaching people 'how to think' but in this case I feel it's a rewarding enough way for some of you to do lol. I'll cover another few ways as I have time etc....

Wednesday, 9 November 2011

Some Tuesday Doodles





Here's a couple of doodles form yesterdauy (Tuesday) The 1st one is unfinished and a Zbrush one and I have no idea what it'd have turned out to be as I was completely freestyling it. The 2nd was done in mudbox and still freestyling but turned out a better design.



Turntable:



Nothing so far today as been having a lazy 'can't be bothered' day.

Sunday, 6 November 2011

A Few Doodles

As a side note I'd like to say a thankyou for the goodwishes and emails I recieved after the last blog post. Apart from a mention on my video blog on youtube I'll not be banging on about it any further.




A couple of doodles from last night or two. Tonights went awol due to a crash, so as recompence here's a few turntables....








Monday, 31 October 2011

Doodles








I love doodling stuff as most times I have no idea what's going to pop up until its nearly done. In fact anyone who has watched me sculpt knows that for 75% of any speed sculpts I do it looks ropey as hell until the last few mins. The exception is of course pre-planned pieces. But it's sort of a trademark of mine...




Anyways, here's a few doodles I've selected from the last few nights, non are serious and all done in my typical 'I have no idea what I'm going to sculpt' mode. I may be able to show a client pice done for a kids TV thing I did for Space Digital soonish..in fact I may be able to now, I've not checked yet lol. Not because I have some mega halloween thing planned, because it may suprise some of you to find out I actually hate halloween. (Mainly because like guy falkes night and carol singers it means people knocking on my sodding door when I'm trying to get shit done. lol)




Sort of lost my way on these ones when my son decided to come and 'help daddy' lol