While I have extremely enjoyed the creation of the three stylised outlaws, I feel as though In order to be true to my initial ideas of stylised versus realism, I should have some realistic final pieces. I have chosen to do this after I have created the three outlaws and Spongbob and Patrick as I feel that that demonstrates my ability to create stylistic characters well, yet leaves the realism side of work bare. For this reason, instead of three more stylistic characters, I intend to create some realism busts based off of already existing video game characters. The first character I will be creating a likeness portrait of is my favourite character in any media, Arthur Morgan from Rockstar's Red Dead Redemption 2. I feel as though this direction can portray my overall love for character design rather than simply assigning myself to one particular side of the art. Partaking in these realism sculpts will also further my knowledge in anatomy, allowing me to create new and interesting pieces further down the line.
Hi! I'm an aspiring character artist doing my Master's degree at UCLAn, hoping to bring some new, interesting stylised characters to life!
Wednesday, July 28, 2021
Tuesday, July 27, 2021
Spongebob
The second character in the collaboration with Niall has been completed, ready to be added to his museum. Spongebob took roughly a day and a half to finish and polypaint.
While I am happy with the sculpt itself, I feel the eyes of the character could be improved as they feel a bit too muddy / lower quality than the rest of the character.
Sunday, July 25, 2021
Finished Patrick Star
After the changes to the face and body, I have re-painted the character and have finished his final appearance.
In this repaint, I have aimed for a more cartoon appearance closer to the look of the show, with inspiration from some of the infamous grotesquely detailed images that appear in the show. Adding the body hair and veins dotted around gives the character a grosser appearance which is something I had been aiming to achieve.Since the last post, I have also refined the shape around the shorts to make them sit more naturally, and appear as though they are a separate entity than the body, as previously, feedback from a friend was that the shorts simply appeared painted on rather than the character actually wearing them.
Friday, July 23, 2021
Changes To The Face
After my last post, I have worked on the facial features of the character. I had also fully painted the character but due to me not feeling as though the colourings fit correctly with the style, I decided to remove the PolyPaint and start it again further down the line.
Now that I have updated the face to break the symmetry, I feel a slot stronger about the character. I still feel as though there is room for improvement, which I will continue to work on over this weekend. I aim to have this character finished by Monday so that Niall can implement it into his museum showcase and so that I can move onto the next character, Spongebob.The next step for this character would be to refine the features a bit more, and then move onto a final PolyPaint.
Tuesday, July 20, 2021
Patrick Star
I've been working on a disgusting looking rendition of Patrick Star with Niall helping choose the direction of the style and look for the character.
During the sculpting, I envisioned the character being grossly overweight with lots of excess skin, for this I placed a lot of small volumes of fat around his face, making him appear as though he's almost melting. The body itself I feel could have turned out better, but still represents the idea I was trying to portray. I also tried to make the face look as uncomfortable as I could, making it look as though Patrick isn't enjoying his appearance.While I enjoy how the character turned out, I feel as though the eyes were somewhat problematic, due to me merging them too early on in the creation stage. Due to this, the eyes, to me at least, appear misshapen. Before painting the character, I wish to iron out these issues I have, and create a more solid looking 'cursed' version of Patrick. Another thing I feel like I added too early was the details of the skin roughness. While this isn't too big of an issue as the main features are readily in and finished, it would have been beneficial toI had painted the character, but felt that due to the changes I wanted to implement into it, I chose to remove the PolyPaint and replace it later down the production.
Thursday, July 15, 2021
An Interesting Idea
Fellow student and friend Niall Platt (https://plattypusproductions.blogspot.com) and I came up with the idea to collaborate together on a project, with his work being the centre piece and mine being an aide. The idea consists of Niall's ability to create interesting mixed style photogrammetry, combining realism with with stylisation to create new and interesting scenes, with a few of my characters in the scene to bring it together. The idea is Spongebob Squarepants' house, along with his neighbours Patrick and Squidward. The houses will consist of the main feature being photogrammetry, with things such as doors and windows being modelled manually and added on to create a mix of style. Because of the combination of the two styles, I will be making the characters with a stylised realism approach, inspired by (but not as creepy looking) Miguel Vasquez's interpretation.
Painting Daniel
After the changes made to the character, I have finished the sculpting half of the character's design and have moved onto the poly painting.
I have chosen to give this character some very prominent scars on his face to give him a sort of weathered, rough veteran type look, along with his missing eyes and arms.Going along with the veteran idea, I gave Daniel a salt and pepper beard and moustache to add to the rough living outlaw appearance.
I chose to give the character simple clothes with plain colours, an off white dirty shirt with standard black jeans. This is so it gives the impression that the character is beyond caring about his appearance, or maybe the idea that he just can't see how he looks.This character is the last of the outlaws I have planned for this series of characters, with the next three characters being lawmen in contrast with the outlaws. The next step for me is to retopologize and rig these three characters before moving on to the lawmen.
Tuesday, July 13, 2021
Changes To Deadeye Daniel
Since my last post, I have made some changes to how Daniel looks, to bring his character to life a bit more.
The first and biggest change I made was adding legs to the character, as I felt a fully limbless character was a bit of a cheating way of making a character, plus the idea of gunslinger running around without arms or eyes sounded a lot funnier than just a torso. The second change was removing the long hair I gave him, as this made him feel too much like a 80s rock band member rather than a gunslinging outlaw. While he is currently bald, I intend to give him a shorter, neater haircut that could make him look more time appropriate.Saturday, July 10, 2021
Character 3
For the past week I've been working on my third character, Deadeye Daniel. This character is meant to be limbless and blind, yet the best shooter out of the three outlaws using his mouth to shoot.
So far the character is coming along nicely, yet more details are needed around the missing limbs. Originally, I had the idea of the character just simply being dead without the other gang members noticing, but came to the decision to have him just far from able to be a good gunslinger, yet somehow the best one.Wednesday, July 7, 2021
Retopology, The Tedious Next Step
After creating a character in ZBrush, more often than not, the poly count will be in the millions, especially if that character is full body. This can be tasking for games designers or animators to work with, and can also be tasking for the engine the game is being created for. The best way to remedy this, is to retopologise the character after completion, so that the flow of the polys works better for facial movement in animation, and the poly count is reduced to a nice and workable number.
What is retopology?
Retopology is the reducing and laying out of the faces of a mesh, usually needed for characters or high poly assets, in order for a higher poly version to be baked onto. While a slow process, Maya is a good tool for retopology, allowing you to create new polygons over the top of your high poly mesh with a reduced poly count, and following the flow of the character better than the provided mesh ported from ZBrush. The flow of a character's polys are important especially within the face, as if they follow the contours and movements of the face naturally, then rigging the character will be a lot easier.
For faster work flow, I tend to export a low poly version of the character over to Maya as well as the high character, so that the software can handle it easier, and I can see the already existing flow of the polygons within the mesh. Retopology takes time, and can get tedious, but in the end is worth it for a better, game ready result for your finished character.Monday, July 5, 2021
How to create your very own character
Beginning a brand new character from scratch sounds extremely daunting at first, and it can take a few tries to get something that you're happy to continue working on. In this blog I'll be going through each and every step I take from beginning to end of my second character in the Outlaws And Lawmen set, Explosive Eddie. This set of characters are stylised, with hand painted textures inspired by the game Sea Of Thieves. To begin creating a character, you need to have a basic idea in mind of what this character will be, create a small description of the character to aid you along the creative process, or even simply pick yourself a few descriptive words that you can use to mentally visualize who or what you wish to create.
For Explosive Eddie, I chose 'short, fat, grubby and tattooed'. This gives me a rough idea of how this particular outlaw lives his life, and therefore how he should come across when designing him. Additional details to think about include what sort of accessories the character might include in his appearance, what sort of hair or facial hair the character has, do they have any tattoos and if so where? These ideas all help to manifest an image of what sort of character you want in your head, which could also be helped to visualize with a few concept ideas, or a browse through similar characters on Art Station or Sketchfab.
To begin the character, I select the bottom DynaMesh sphere from the lightbox, as the polys aren't drastically high so that detail comes in too quickly, and aren't too low so that early blocking out is difficult.
Starting a character with a low tri count is important, as it helps you build up the character's forms and features without being obscured quickly by the addition of detail. Starting rough and building up is the best way to form a character, making sure that details such as wrinkles and scars come in the very late to last stages of the character's design, ensuring that said details like this actually fit the character, and don't look obscurely placed. Each time the next level of detail is added, you subdivide the subtool you are working on, for example, you have reached the maximum amount of detail you are able to include on the head without the polys of the mesh looking stretched or distorted, this is when you hit CTRL + D to divide the subtool into more polys for higher detail. Often, I find it useful to see what the next subdivison level looks like before moving on, meaning that if I add some detail in some parts, I check that it works going forward before I can fully progress. Remember; subdivisions can be reverted to the previous level if the character starts to look muddy, going back a level to add stronger forms is always a good way to make sure the forms of the character flow naturally and work well.
The best way to sculpt a character is to imagine you're looking at it through a camera that slowly enters more levels of focus for each subdivision, so the lower levels should only hold the basic forms of the character, like the bone structure being visible, and the body shape being prominent in a way that can be clearly identified and built upon.
The legs also help to show how the character is going to feel after they are finished, as they can display their posture and height, determining how they might act. For Eddie, the forms are larger and shorter than they would be for say a tall thin man to help push the idea of his body type.
When sculpting the eye sockets, I find it useful to have one physical eye in place to build around, while keeping the other socket empty for a while to ensure that the shaping of the eye looks natural and works to hold the eye in place.
The next step is to subdivide the head (only once you can't get any further detail in with the amount of polys available). This next level allows the sculptor to add more volumes to the larger areas of focus. This level is still not high enough for finer details, and is still best to focus on the more prominent features such as the cheeks, nose, eyes and ears. The mouth here is a little too low poly to be able to do much with, but the lips can be blocked in at least to give you something to work with later on.
This subdivison level is a good place to add the second eye, as by this point the socket should look like it can hold an eye successfully.
Doing this makes it easier to picture the lifestyle of the character which in turn aides in the development of your character's appearance.
This is important so that when you merge the two forms into one, it is easier to follow the flow of the muscles you have presented in the sections, allowing for a clean and consistent look in the arm.
When you reach a stage you are comfortable with regarding the head, I find it useful to take a picture of the character into photo and plan out how you want the scars or skin blemishes to look so you can gauge how they look before you apply them.
It is also beneficial to experiment with the types of textures available for your characters, as sometimes they can look better with matte rather than gloss. It's always ideal to experiment with various differences in your character's appearance in order to ensure you achieve the best possible look.
The Return
I'm Back! I'm certain that all of you have missed my updates with progress and such, all zero of you must be gripping your arm chai...
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My aim for this project is to try and discover how far a designer can take a cartoonistic style while keeping the object's silhouette r...
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After spending a lot of time looking through characters on Art Station, characters in games, and even my own hands, I felt confident enoug...