Check out my art, y'all. Mostly regular sketches, with the occasional polished piece.
10/21/10
Speedpaint 03
Now with Photoshop CS5! Very fun, lots of cool new features that slap you in the face within the first 2 minutes.
Probably went a little longer than I expected here... 90 minutes? Was chillin' on this dude's Thelonious Monk playlist.
http://www.youtube.com/watch?v=SmhP1RgbrrY&p=4ADFDD92486076A8&index=3&feature=BF
www.oscarts.org oscarbaechler@gmail.com
10/19/10
A small pipeline revision
Okay, so I haaaad originally planned to use Farsthary's most excellent Unlimited Clay tools for Blender. But after 45 minutes of trying to dig up old experiment builds that had it, I decided to wait until it's finished :P
Instead, I'm going the old fashioned route: starting with a low-poly model, which then gets sculpted up later.
www.oscarts.org oscarbaechler@gmail.com
Instead, I'm going the old fashioned route: starting with a low-poly model, which then gets sculpted up later.
www.oscarts.org oscarbaechler@gmail.com
10/16/10
The Reversed Character Pipeline
The 3D character pipeline as I learned it happened in the following steps.
1. Concept art
2. Low-poly model
3. UV unwrap
4. High-poly sculpt
5. Bake and paint textures
6. Make shaders
7. Rig
8. Animate
9. Render/Export
Technology has changed dramatically since I learned this. PTex might mean that UV unwrapping is a back-end afterthought, instead of an annoying front-end necessity. Sculpting tools have grown substantially, but more importantly automatic re-topology tools have grown. More and more, the theoretical pipeline has been shifting toward this:
1. Concept art
2. High-poly Sculpt
3. Paint
4. Low-poly model
5. UV unwrap
6. Bake textures down
7. Make shaders
8. Rig
9. Animate
10. Render/Export
Trying out this pipeline theory is going to be the focus of my next long-term Blender project. In addition, here's some other things I'm looking forward to trying out:
•Multilayer SSS
•Spline based facial rig
•Multiple material types
Here's hoping it turns out well!
www.oscarts.org oscarbaechler@gmail.com
1. Concept art
2. Low-poly model
3. UV unwrap
4. High-poly sculpt
5. Bake and paint textures
6. Make shaders
7. Rig
8. Animate
9. Render/Export
Technology has changed dramatically since I learned this. PTex might mean that UV unwrapping is a back-end afterthought, instead of an annoying front-end necessity. Sculpting tools have grown substantially, but more importantly automatic re-topology tools have grown. More and more, the theoretical pipeline has been shifting toward this:
1. Concept art
2. High-poly Sculpt
3. Paint
4. Low-poly model
5. UV unwrap
6. Bake textures down
7. Make shaders
8. Rig
9. Animate
10. Render/Export
Trying out this pipeline theory is going to be the focus of my next long-term Blender project. In addition, here's some other things I'm looking forward to trying out:
•Multilayer SSS
•Spline based facial rig
•Multiple material types
Here's hoping it turns out well!
www.oscarts.org oscarbaechler@gmail.com
10/12/10
The Cataphract rig, now available!
Go download my new Blender rig at http://www.blendswap.com/3D-models/animals/the-cataphract/
Here's is maiden voyage into animation, which I made at last Seabug. The next one's December 4th, be there or be square!
www.oscarts.org oscarbaechler@gmail.com
Here's is maiden voyage into animation, which I made at last Seabug. The next one's December 4th, be there or be square!
www.oscarts.org oscarbaechler@gmail.com
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