Monday, October 5, 2015


Month 3 of Finals: Game Portfolio 3

Horse Sculpt:

     Concept - 

     Week #1 - High Resolution Sculpt


     Week #2 - Retopology and UVs


     Week #3 - Textures


     Week #4 - Polish and Final Render



Month 2 of Finals: Game Portfolio 2

Female Sculpt:

     Concept - 


     Week #1 - High Resolution Sculpt




     Week #2 - Retopology and UVs


     Week #3 - Textures

     Week #4 - Polish and Final Render


Month 1 of Finals: Game Portfolio 1

Male Sculpt:

      Concept -


      Week #1 - High Resolution Sculpt


      Week #2 - Retopology and UVs


      Week #3 - Textures


      Week #4 - Polish and Final Render

Sunday, June 28, 2015

Blockout 03 - Horse Anatomy

I had a lot of fun sculpting this. I can't wait to texture it and add a saddle and bridle.


Tuesday, June 23, 2015

Blockout 02 - Female Anatomy
I have the general shape down, however I have little to no detail in here.
Will continue to work on this and update it.




Tuesday, June 16, 2015


Blockout 01 - Male Anatomy

I started out a little slow on this project, blocking out the base in maya. However once in ZBrush everything really started coming along smoothly. After many a critique, I have the finished block out for your viewing pleasure.


Sunday, June 14, 2015


Hello! Like I've said before, I'm in the month right before I start my finals. My classes include Directed Study and Game Technologies. The previous post focused on what I'd be doing for my Game Tech class. I'd like this post to focus on what I have been doing for my Directed Study class.
We have four milestones this month, I've already completed Milestone 1 and Milestone 2. Milestone 1 consisted of creating twelve materials. These included  bone, skin, silk, gold, burlap, an emissive material and then dirty versions of each of those.
This was my final result!



For Milestone 2 we were asked to sculpt a realistic human skull as well as complete a cloth study. I thought my skull came out okay, though I wish I had a little more time working on the smaller details. And I really loved how my cloth turned out, we were required to sculpt two different kind of cloth. I chose to sculpt a towel (onto a base sculpt from ZBrush) and a table cloth. 






Thursday, June 4, 2015

Reference Post
Welcome! This is the month right before my finals. Oh boy! We were given three choices in our Directed Study class for all of the Game Art students. The three included: Prop/Environment Modeling, Character Modeling, and Animation. I've decided to major in Character Modeling. So the next three months are going to be me focusing on three different characters. Month one will be a female, month two a male, and month three will hopefully be modeling a horse! I'm very excited. So the class I am currently in now (Game Technologies) is requiring us to find references for these character and then sculpt ONE of them.
So here are my references:
Female:

Male:

Horse:



And finally, my beauty. I have fallen in love with this character so much. If given more time I would have tried to do a full body, but I'm just not quite at that level yet. So this is my finished textures piece and then the beauty shot!


This is the last bit of sculpting I did as well as the start of my retopology! I started retopologizing in Maya but for whatever reason each time I put down a quad (using the quad draw tool) the program would slow down to the point where it was taking about 5 minutes to create one quad. I eneded up finishing the retopology process in ZBrush using the zremesher tool. The results were fantastic and only took about 10 minutes to complete versus the 10 plus hours I wasted trying to do it in Maya.




I feel like on of the hardest things to sculpt were her eyes. Everything else turned out amazing but I was still tweaking the eyes even until the very end! I loved the way everything turned out though.
This is the next step, I added a lot more details. 

I decided to give this character a name and a little bit of background information. She is an alien princess named Daya. Most of the terrain on her planet is either ocean or dessert areas.
This is my first block-out:

Hello! Sorry it's been so long, I've been so busy and unable to upload anything.
I would love to update you guys on last months project for the class Advanced Game Characters. I had a ton of fun completing this assignment. I guess I'll first start you guys off with all the references I gathered.

Monday, March 9, 2015

Texture and Painting
While I was taking Visual Effects I also had a texture and painting class that utilized photoshop and ZBrush. I will definitely say that I enjoyed Visual Effects more than I did texturing, mainly because UVs are going to be the death of me, but I had fun all the same. The following images are just some highlights of the work I accomplished.




Friday, February 27, 2015

Visual Effects 1 - Lesson 02
The workflow for this project was pretty easy going. I got everything done at a reasonable time. My professor had shown us a technique to make snow from a surface emitter. I ended up not liking the way it turned out, but like I said if I had a couple more days to tweak things the snow would have probably been the first thing to change. I modeled the scene around the dragon and textured everything. Got the wallpaper for the background wall from Google. I used point particles and put gravity on them to make the snow. I also added some turbulence, uniform, and then made them collide with the tower, ground, and Alduin. For the fire I used a volume emitter and put turbulence on it with an expression in Phase y. I have to say that coloring it and putting some glow on it was the coolest thing to see in the render. I am so happy with how the fire turned out. Same with the smoke coming out of his nostrils! I used a directional emitter to create the smoke and made them tube particles with opacity on it. This project was a ton of fun. I hope you enjoy :)



Visual Effects 1 - Lesson 02
This project was so much fun, I just wish I had an extra day to tweak some of the effects. For Lesson 02 the requirements were to create at least three different particles to emit either fire, smoke, water, snow, lightening, etc. I decided I wanted to do go with fire, smoke, and snow. I wasn't sure exactly what I was going to do yet, my professor had shown us scenes of fireplaces and I wanted to do something a little different! I ended up getting a rig online [Click for Link] of Alduin, a dragon from the video game Skyrim by Bethesda Studios. This is the one concept sketch I did for our storyboard turn in.

Visual Effects 1 -  Lesson 01
So my previous post depicted my sketches for lesson01. This post will feature the final movie that I did. It was fun messing around with the settings, but ultimately I was stuck at the part where the "seesaw" was hitting the mallet to knock the cup over. I ended up fixing this by baking out the first part and making the "seesaw" a passive rigid body and the mallet an active rigid body. Then I just played around with the mass of the cup to make it tip over. The rest of the scene ended up being really smooth and I didn't have a problem again until I hit that spring board. For whatever reason, it was just not reacting with the ball rolling down. I made the ball lighter, I gave the spring board more bounce. Nothing was working. I even tried baking it out and turning it to an passive rigid body. I ended up just changing my scene to make it fit with the error. So here is my final! I hope you enjoy :)


Visual Effects 1 - Lesson 01
I guess today will just be updating my blog with everything I have done this month in Visual Effects 1. So our very first project consisted of learning about passive and active rigid bodies in Maya, along with constraints such as pin, hinge, etc. I've also learned about the different fields you can apply to a scene to make it have gravity, turbulence, etc. So for my scene, I used the generic one they gave us in class. I did, however, change a few things around to make it just a little different from everyone else's. I really like the work flow of this class and the deadlines were completely reasonable. We had to make idea sketches/storyboards and turn those in, then a motion test was due and my professor would critique us during class. We had a soft deadline and as long as we turned something in we were allowed a revision time until we had to actually present our projects to the entire class. So for my sketches I kind of just took pictures of my scene and tried to guess what I would make passive or active rigid bodies. I would later do a motion test and if something didn't work I would change it or improvise. We also learned about how to bake out different sections of the scene if something was freaking out or blowing up. So these are my sketches. I ended up changing a lot after having some difficulties and now being able to fix it.



Alright, so this is my very first blog post! And, wow, this month has been really intense! Visual Effects 1 has probably been one of my favorite classes here at Full Sail so far. Seeing as I graduate in October, I doubt I will find another class that I like so much. I've learned so much about hard and soft rigid bodies and particles this month. It's really amazing to see what you can do with just a simple emitter! Anyway, thank you for checking out my blog and I hope you enjoy watching my progress!