Friday, December 29, 2006

New Blog

Hello all! Just giving a last final update on this blog. Of course, I had to wait for it to lie dormant for a while. My new website is up and running with a new blog. I imported this blog over so all the same information is there plus a lot more. I think in the long run this will be easier. Included in the site are multiple sections for portfolios and links, plus a few other tidbits. Thanks to all who read this blog and I hope you will all join me on http://www.acuppajoe.com.

Wednesday, November 22, 2006

The End?

It is just sinking in that classes are, in fact, over and I have to drive home tomorrow. I am very ready to sleep and I will leave late just so I can be rested. I did a kinda post mortem already but I continued working on Riley and just wanted to post the final updates. I hope you enjoy and I do plan on keeping a blog up. This December, I plan on making a blog on my webpage and to continue working on Riley. I want to add more blend shapes and work out any bugs she may have. So enjoy the pics and have a Happy Thanksgiving!



Monday, November 20, 2006

405 - Occlusion and Color Composite

Ok, one last post for the night. This is a composite of an occlusion pass and a diffuse pass. Just felt like doing it really. Also, I had Lindsey Butterworth pose the character as a way of testing and showing off the rig. It works. YAY!




405 - Fin

Overview:

Ah...the last day of Studio I. It has been a long and tough quarter, but I can walk away saying that I did learn a lot. I have tackled a new software package, zbrush, learned how to character model and how to rig. My many sleepless nights have been well spent and after Tuesday I will at last be able to sleep a bit before I make my drive home to see my family for Thanksgiving.

Below are a lot of images, just to warn you in advance. The first three are model shots with simple texture, which is where I wanted her to be for the end of this class. The lines are because of lighting, which is not one of my strong points.




For the second half of this assignment and the last third of the quarter I worked on rigging for my first time. The first image is just the rig and the second is of the model and rig together. The last and final image is not meant to be scary, but quite frankly is. It is of blend shapes that were made for facial animation. The image is a sample of what they look like.






I must say that I would not have made it through this quarter without the help of my friends. Without them I would not have gotten this assignment done and with them I have learned a lot for a short 10 week period. I owe them all dinner if not two. Thank you guys! I will make it up to you!

Post-Mortem:

Overall, I think this quarter went well, but there is always room for improvement. I wish I hadn't changed my schedule so many times but I have learned what I am capable of, especially when I am learning new things. I also feel the root that I took with my projects were more beneficial than I had previously thought. I branched out of just modeling and tried something new and will be able to use these skills in the future. I do plan on revisiting the idea of a hyper-realistic human model. That is something I would like to see in my portfolio.

The quality of work this quarter was pretty high for myself, but there is always room for improvement and that is what I plan to do. I want to tackle the Riley model some more and fine tune her weights and blend shapes. This model is going to be animated with but not right away, so I have some time to fine tune a few things. I am, of course, not going to spend all my time on it. I have other things I must do, such as my website, and one should know when to move on. You can't work on the same thing forever.

Thursday, November 16, 2006

405 - The Joys of Rigging

Not to be confused with the Joys of Cooking....

Just an update on something that I have failed to mention previously. I have been rigging Riley for the past couple of days. Definitely a learning experience and of course I have run into a lot of problems. As of tonight my problems were fixed, which I am very excited about. Now I have blend shapes and weights to paint and hands to rig. Lots to do so I can't stop now.

WOOOO! THE LIGHT AT THE END OF THE TUNNEL! (....hope it doesn't zap me....)

Tuesday, November 14, 2006

405 - Base Color

Today has been very eventful in terms of projects. First off, below is an image of Riley with her base color texture just to see how everything is working out. I have also started the rigging process. Currently there is debate over if all the joints are aligned correctly, so tomorrow I am grabbing a friend to help with that.


Due Dates Update: Originally this project was due this coming Wednesday and I have been working like mad to make this deadline. In class today it was announced that the due date has been moved to this coming Monday, which gives me a whole other weekend to work with. This makes me estatic to say the least.

In other news, due to the extended deadline and the fact that I am taking Zbrush, Riley is now going to have more attention paid to her detailing and texturing. I have talked to my 333 professor about using this model as my base model and adding a more detailed texture and normal maps, since the bases of the class is texturing and normal mapping. He agreed. Originally, I said this model was going to be using a toon shader, but during testing it just appeared like a bleeding marker and a lot of the detail from modeling was lost.

I much rather have one amazing model than two mediocre ones. ITGM 405 will be the basic texture and model rigged. ITGM 333 will be model with detailed textures and normal maps. It is the same amount of work as before but with the same model rather than two.

Saturday, November 11, 2006

405 - Just a Face Drop....

Yay! I finished modeling....AGAIN! The mouth was bothering me and I came to the realization that a mouth that wide was going to be more difficult to rig than was needed. In the end, she came out even cuter. The End. (That was a good story.)




Friday, November 10, 2006

405 - TRIUMPHANT!

Finally an update for the Studio I class. I took a small break from posting because I got so sidetracked doing my work, so this post is overdue. Tonight I finally finished the Riley model. I have included pics. I will now work on shaders, which as I said before are toon shaders using mental ray. I must say that I learned so much on this project. Until now I haven't made a good character, let alone a character for animation. Most of my time was spent just making sure my topology was correct. I wanted a GOOD model not a below average one. I think I have succeeded. I must thank, because it is only right, the input of Bryan Bentley, Lindsey Butterworth and Spencer Roberts. Here are three pics, because three is the magic number. Enjoy and please leave any comments.




Thursday, November 02, 2006

333 - Teddy 2.0 is here......

Here it is. Teddy 2.0 was made using Maya, Zbrush and Photoshop. I mention photoshop because the button is composited. This model was whipped out in about two days and I plan on revisiting it when there is more time in my life. This will do for now, after all it is just a project to help me learn zbrush and become more comfortable with it. It is the next project, my final project, that I will be using all the bells and whistles. Enjoy.




Tuesday, October 31, 2006

333 - Teddy 2.0 is coming......

I didn't like the original Teddy design. It was rushed just so I could have it done. Below I revisited it with the help of my freakin' awesome roommate; Lindsey. We both think he is adorable. Soon to be coming to you via Zbrush and Maya. Click here to see my original post.

Monday, October 30, 2006

405 - The Mother of Updates

This post is including yet another updated schedule. I am also throwing out there that this is not my normal work habit, but I want to make sure I do my current project right. I don't want another mediocre model to throw on my demo reel. I want something amazing to throw on my demo reel. As for my last post, after I posted I noticed some errors on the model. I am taking a moment to work on another project for my other class, but when I come back to Riley I am going to fix the lip and ear. Currently her upper lip is indented making it look like she is biting it and her ear is webbing at the top. I found some reference footage and will be going off of that to make the adjustments.

And now for the much awaited schedule:

Concept and Schedule

Thesis Statement: This quarter I am going to create two high detailed models.

Project Description: The models are going to include a cartoon character with rig and a complex mechanical object. Both models will be modeled and textured by me. They will also all be designed by me, except for the cartoon character that will be designed by Lindsey Butterworth.

Schedule:

Class 1: Wed Sept. 13

Introduction to class. Intro to materials. Review of Interactive Media.

Class 2: Mon Sept. 18

Three possible product pitches and exposition of skills (15%).

Class 3: Wed Sept. 20

Create schedule and begin work on concept drawings (3 per project).

Class 4: Mon Sept. 25

Have blog up and running. Have concepts done for complex mechanical.

Class 5: Wed Sept. 27

Begin modeling complex mechanical and continue working on concept drawings.

Class 6: Mon Oct. 2

Quarter project presentation (10%). Concept drawings due. Wrap-up modeling and begin texturing complex mechanical object.

Class 7: Wed Oct. 4

Quarter project presentation (10%). Complex mechanical object modeled and textured due.

Class 8: Mon Oct. 9

Begin modeling cartoon character for animation.

Class 9: Wed Oct. 11

Continue modeling cartoon character for animation.

Class 10: Mon Oct. 16

Midterm presentation and check-in of design docs (25%). Continue modeling cartoon character for animation.

Class 11: Wed Oct. 18

Midterm presentation and check-in of design docs (25%). Continue modeling cartoon character for animation.

Class 12: Mon Oct. 23

Continue modeling cartoon character for animation.

Class 13: Wed Oct. 25

Continue modeling cartoon character for animation.

Class 14: Mon Oct. 30

Finishing up modeling character for animation and adding shaders.

Class 15: Wed Nov. 1

Begin rigging and painting weights.

Class 16: Mon Nov. 6

Rigging and painting weights.

Class 17: Wed Nov. 8

Rigging and painting weights.

Class 18: Mon Nov. 13

Finishing rigging and painting weights.

Class 19: Wed Nov. 15

Riley Due: Model, Shader and Rig. Final project and presentation due. Review and post-mortem.

Class 20: Mon Nov. 20

Final project and presentation due. Review and post-mortem.

Saturday, October 28, 2006

405 - Tweaking Problems

Instead of just finish my model and then tweaking, I am finishing sections and tweaking a lot before I move on. So below is the same model as before but with a lot of tweaking to the head and it now has ears. It may not look a lot different but the head is a slightly different shape, the lips aren't as wide and the cheeks have been relaxed, and the eyes are now closer together. I think that is all I changed. (Note to one self: The Lattice tool is a GODSEND!).




Friday, October 27, 2006

405 - Riley Update

I am displaying pics of the current status of my Riley character model. (Note to one self: When doing a project you haven't done before give yourself LOTS of extra time.) I have never modeled a character for animation before and I really got into this one. I was going to just make the model and be done but then I got into all the details of getting all the topology correct. Last night I then came to the conclusion that I needed to redo my schedule again, which will be coming soon. I decided that I am not doing the final model/ self portrait. Instead I am going to continue this educational journal of character modeling for animation and rig this. I have wanted to know how to rig anyway and this is the ample opportunity. All I have to say is, good thing I am not getting paid to do this yet. haha!





I plan on another post by the end of the day. The end.

Thursday, October 26, 2006

Activision and EA

There has been a buzz in the Game Development department at SCAD the past two days. Yesterday EA came in and announced a partnership with the school. In short, students will go to an offsite building to work on EA projects for a quarter. Great on resume and I am very excited about it.

Today Activision came in and gave a presentation on job and internship opportunities at their many studios, then they did interviews with students. I submitted my reel, though I didn't think it up to par, and I got an interview. It was like being put in front of a firing squad that just so happened to be smiling. Slightly uncomfortable, but it gave me direction and motivation. I never want to be in a job interview again where I feel completely inept. The preparation for my new reel has begun and I will continue updating this blog until I get the one on my site set up.

Friday, October 20, 2006

acuppaJoe.com Update

I did a minor update on my website. The update included a new resume and a better-shorter demo reel. I felt it was about time to do it, so I did. As for the progress of the site, it is not finish but hopefully in the near future it will be or at least before GDC. As for the demo reel, I definately see where it needs improvement and I will take any feedback on it. ie. what should stay in and what I need to replace with something better. I think the real reason I did it is because it is always good to gauge yourself and to see where you stand. Of course, I always feel a tad bit of depression when I am done because I know I am not where I want to be in my abilities.

333 - Cupie Axe Revisited




*Cough*

After this project I feel it a must to say I am not psychotic. That said...this is my zbrush cupie axe model texture revisited. Let me know what you think. I am always willing to go back and revisit projects if it helps.

Wednesday, October 18, 2006

405 - Riley Character Progress





These are images of my current status in modeling Riley. I have decided to take my time on this model instead of making mistakes. I don't think this decision is going to hinder my next/last project. On my new schedule I have this as being completely modeled and textured by this coming Wednesday, but I am hoping for sooner.

405 - Schedule Update

I will be the first to admit an error in my ways, and usually it is right after I have committed it and there is no turning back. As I said in a previous post, I had a bumpy start to the quarter and therefore got a late start on my projects. It has caught up with me. Below is a new schedule for my Studio I class. This would not have been an issue, but alas I do not have the energy level of a god.

The update is giving me more time with my cartoon character model. I really want to take my time on it and make sure I am doing it right. If the model was just to stand there it wouldn't be a big deal, but I plan to get it rigged eventually. I am using this as a major learning opportunity in character modeling, which I find to be one of my more important projects of the quarter. The problem with this scenario is that I will not have my slack days anymore. They are now officially used. Another point I should make is that when making a schedule for a project, one should also take note of their other classes such as intro to zbrush.

I hope that the second half of the quarter is going to be much smoother, since I did overcome many hurdles in the first half. My projects from here on out should become a much smoother process.

Concept and Schedule

Thesis Statement: This quarter I am going to create three high detailed models.

Project Description: The models are going to include a hyper-realistic male or female, a cartoon character and a complex mechanical object. All models will be modeled and textured by me. They will also all be designed by me, except for the cartoon character that will be designed by Lindsey Butterworth.

Schedule:

Class 1: Wed Sept. 13

Introduction to class. Intro to materials. Review of Interactive Media.

Class 2: Mon Sept. 18

Three possible product pitches and exposition of skills (15%).

Class 3: Wed Sept. 20

Create schedule and begin work on concept drawings (3 per project).

Class 4: Mon Sept. 25

Have blog up and running. Have concepts done for complex mechanical.

Class 5: Wed Sept. 27

Begin modeling complex mechanical and continue working on concept drawings.

Class 6: Mon Oct. 2

Quarter project presentation (10%). Concept drawings due. Wrap-up modeling and begin texturing complex mechanical object.

Class 7: Wed Oct. 4

Quarter project presentation (10%). Complex mechanical object modeled and textured due.

Class 8: Mon Oct. 9

Begin modeling cartoon character.

Class 9: Wed Oct. 11

Continue modeling cartoon character.

Class 10: Mon Oct. 16

Midterm presentation and check-in of design docs (25%). Continue modeling cartoon character.

Class 11: Wed Oct. 18

Midterm presentation and check-in of design docs (25%). Continue modeling cartoon character.

Class 12: Mon Oct. 23

Have finished model and use toon shaders.

Class 13: Wed Oct. 25

Cartoon character modeled and textured.

Class 14: Mon Oct. 30

Model Self Portrait

Class 15: Wed Nov. 1

Continue modeling self portrait.

Class 16: Mon Nov. 6

Texture self portrait.

Class 17: Wed Nov. 8

Continue Texturing self portrait.

Class 18: Mon Nov. 13

Hyper-realistic human modeled and textured.

Class 19: Wed Nov. 15

Final project and presentation due. Review and post-mortem.

Class 20: Mon Nov. 20

Final project and presentation due. Review and post-mortem.

Tuesday, October 17, 2006

333 - Cupie Axe Critique

So...today is the day that I turned in the cupie axe project. This brings something to mind. One thing I love about being an artist is that nothing is ever complete. Every time I look at something I made I feel as though it can be better even if I have people telling me that it is good. The same goes with this project. We started off critique with my professor stating that this axe has got to be the creepiest thing he has had, ever, to come out of this class. WOOT! I accomplished what I wanted to accomplish! haha!

But seriously....

We did talk about the texture work that is needed and alternate ways to create normal maps. I do want to revisit this project and will, hopefully before the end of the quarter. There was also another idea to have paint chips on the face and hand, which I plan to do as well.

For the most part I think it is a good go for my first time in zbrush and my first time dealing with displacement maps.

Monday, October 16, 2006

333 - Cupie Axe Final






Soooo..... This is my Cupie Axe model for ITGM 333. Above are images of the low poly model I used with displacement and normal maps. The maps were generated from zbrush from a ~750,000 poly model, which can be seen below. This being my first go, I think I did well and we shall see what the professor says in class tomorrow. I personally would like to see it redone. For my first stab...Good, but I think I can do better. I ran into a lot of technical difficulties when it came to texturing, uv unwrapping and displacement mapping. I learned a lot and that will definitely show in my next model. I will comment updates on this after my class at 5pm.

Friday, October 13, 2006

333 - Cupie Axe Model with No Texture




These are images of the Cupie Axe I am doing for my Zbrush (333) class. I haven't textured this yet, but I decided to post them anyway. Creepy is a good word for this. If you want to see the original concept drawings click here. From here on out it will just get creepier. Good thing my project for my Studio I (405) class is cute.

Wednesday, October 11, 2006

405 - Riley Orthographic Views

These are the concept drawings for the 2d character, Riley, that I am converting to 3d this quarter. I am a bit behind on this project but I did factor in extra time, so I am not worried one bit. The drawings and concept were done by Lindsey Butterworth and the character is from her 2d short animation project, Flight, that she is currently working on. I plan on modeling this then using toon shaders on it. The toon shaders will be a first for me.


Friday, October 06, 2006

405 - CosmoJetz Progress Images





These are progress shots of CosmoJetz. The modeling portion is finished and I am hoping to get some feedback about the shaders that I am using. They are a work in progress and will be revisited. I think I will work on other projects and come back to it so I can have a fresh look.

Thursday, October 05, 2006

405 - Update and Powerpoint

On Wednesday this week we gave presentations to our class describing our projects in detail. They had to be slide shows of some sort and include the following:

Concept
Research/reference material
Current Progress
Desired endpoint
Challenges
Core skills that we planned to use/improve

By clicking on the title or here you can see my powerpoint. It is nothing special and it is set up just as an aid with what I talked about in class, but you will be able to at least see pretty pictures.

On another note, I have changed one of my projects for this quarter. The final project I had listed as a model and texture job of a hyper-realistic human. I have adjusted it so the project is more probable to complete in my time slot. I am just going to make a self portrait that includes my shoulders and head. This will be a Zbrush model with a base model being done in Maya. If need be I will adjust my schedule later to accommodate any needed changes.

Wednesday, October 04, 2006

405 - CosmoJetz Progress 01

At this point modeling is pretty much finalized and there are some fine details to put in. I am not even sure if putting in the details will be worth the time or if they will be seen. Posted by Picasa

405 - CosmoJetz Progress 03

At this point modeling is pretty much finalized and there are some fine details to put in. I am not even sure if putting in the details will be worth the time or if they will be seen. Posted by Picasa

405 - CosmoJetz Progress 02

At this point modeling is pretty much finalized and there are some fine details to put in. I am not even sure if putting in the details will be worth the time or if they will be seen. Posted by Picasa