Showing posts with label Graphics. Show all posts
Showing posts with label Graphics. Show all posts

Friday, March 1, 2013

Final Dance

The biggest news I have is that my thesis is officially over! Things turned out better than I expected and I received an A for the overall project and results. I posted the final shots I have of what the level looks like in the UDK engine on my thesis blog, but I'll repost my favorites here as well.




I've still got some polishing left to do, but overall I am very happy with it!

I've also got some final projects and results from my Lighting and glass class to share.
For lighting I decided to create the storage room for a theater company. As usual, my plans were much more elaborate but time forced me to scale them back. I wanted much more dirt, dust, and maybe even cobwebs, but it's important to recognize when you need to scale back and sometimes you just can't do it all. I'm still very happy with it despite not having everything I wanted.

I collect glass paperweights, so whenever I could pick what to make in my glass class I decided to make them. I actually ended up only making one cup because I didn't find it as cool or exciting.

My first one turned out a little derpy because it was the first thing I made in the hot shop. I had a lot of trouble keeping it on center because keeping the pipe turning at an even and constant rate was difficult with my tendonitis. As a result the top of my paperweight ended up being lopsided.

My second one turned out much better and my teacher let me experiment with rolling the glass into a cone-like shape.


My third paper weight is one of my favorites because of the colors and how the design on the inside turned out. We used a speciall type of blue color that reacts when mixed with other colors, so I ended up with some really pretty white speckles and swirls where it reacted with the purple color. The big silver thing in the middle is actually a giant bubble, and it's really cool because on one side of the globe the color swirls up and kind of hides it. The pictures don't really do it justice.

I don't have photos of the final paper weight I made yet, but it was very fun to make because my teacher let me experiment again with cutting a flower into the colored glass in the center. I also got to use a special crimp on the flower's petals so when I covered it with the clear glass all these tiny bubbles formed from the air being trapped in the grooves on the pedals.

And of course as usual I have a plethora of other drawins I've done in my brief momments of free time to help me relax and just take a break.

I actually spent quite a bit of time on this one, I revisited it several times before I was actually happy with it. The main thing to know about this one is that the female is real, as in she's part of reality. Whereas the mail is more a part of her thoughts and feelings. The whole idea is that she constantly struggling with her emotions and no matter how hard she tries to move on and get past them, they are there toying with her in this endless dance.

 I really like this one design wise, although I'm not entirely convinced I haven't seen it or something similar somewhere.
 I'd like to actually finish this one someday, although I don't really have any plans set in stone for it.

 A quick painting I did. Didn't spend too much time on it, just needed to let off some steam.

I liked this one at first, but now I don't. I think it's the facial structure that bothers me. I didn't really spend a lot of time planning it or making sure it was correct.


Just another drawing where I was playing around with design ideas and photoshop.

Monday, January 21, 2013

Artificial Light

It's been a while since my last post, so I thought I should go ahead and share some new stuff.

This quarter I'm taking a lighting class along with my thesis, and while I don't really feel like my first assignment is worth sharing, I'm really happy with the latest one so I wanted to post it.
I had much bigger plans for it, but for the time being I'm having to put them off until I'm done with my thesis. I wanted to have some weeds growing near the fence and put some big rocks in the ground that kind of lead towards the shed. I also want to eventually sculpt the ground a little bit so it's not just a completely flat plane.

But considering the amount of time I had to work on this, I'm really happy with how it looks despite not having everything I wanted. I think the lighting turned out really well, and I'm happy with pretty much all of the textures except for the ground. This is definitely  a project I will be coming back to to fix up for my portfolio.

Aside from my lighting assignment, the rest of what I have are just quick drawings I've done to help myself relax and take away some of the stress from thesis.  Most of them where done in under and hour, usually 30 minutes.

Dreaming is definitely my favorite part of sleep.

The More I look at this one the more I dislike it. There are a couple of strokes I wish I hadn't put in, but it's okay.
 I don't title my work often, but I've been calling the drawing above, "Fear."

Can you tell I was stressed/frustrated when I did this one? Pretty much all of that went away once I was done drawing it. It's really great to be able to just get rid of all that negative energy by doing a quick drawing.
This was actually one of my favorite drawings from high school that I decided to color. It's funny how easily I can recall the original image I had in my mind even though it's been 4-5 years. She actually has a feathered tail in the original drawing, but I didn't have enough time to color it and it looked weird leaving the pencil in so I took it out for now.

I've always wanted to do a large scale painting of this, I'd still like to some day. I think the anatomy might need a bit of adjusting first though.


Monday, October 8, 2012

Life Size

It's officially mid terms which means of course that the quarter is in full swing for me. I've been running around between all my different projects and my two jobs so things for the blog are naturally off schedule. I'd like to say that I can get back to weekly posts, but I don't foresee that being realistic any time soon. Nonetheless, I will be doing my best to update as often as possible.

I had a rather exciting last two-weeks art wise. I got to do my first ever life-sized figure drawing which was also live (meaning in person from a model), which was the most fun I have had drawing in a long time. 

I knew I wouldn't have enough time to shade the whole thing supper neatly and perfectly so I decided to just have fun with the materials instead. I end up doing a ton of smearing with my hands just whenever I felt like it. I then kept some of my shading untouched so that the strokes were still clearly visible and in the end it came out with a cool mixture of both.

 I am over all extremely happy with it, except I think the shoulder area and back of her kneck is not quite right. Unfortunately, that's because my view changed a little bit after the model too her first break and that was the one area I hadn't clearly mapped out in the first 30 minutes. There are a few other minor issues, but I am still extremely happy with it. It's also really cool to have a drawing that's literally as tall as I am.

 I've been working on creating a self portrait in 3D for my Modeling Strategies Class, and I've been having a lot of fun.

On the Left is the photo I took of myself. Since I'm not doing details just yet I decided to go ahead and mirror my face and work from it like that. Once I get closer to the end I can switch to working asymetrically, since no one's face it's perfectly symetrical. 





I think my profile view isn't as strong in terms of the accuracy of the model, but this has only been the first week so there is plenty of time to make adjustments. I'll be spending a lot of time fixing the nose which is almost entirely wrong in terms of shape. And I need to work on getting my cheek's bone structure right, it's a little more fleshy (for lack of a better word) than how I have it on the model at the moment.  I haven't touched the eyes at all so they are off in both the front and side views. 

I also started a new digital painting that will mostly likely end up on my never ending pile of unfinished work. In terms of time and access to the right tablets, it usually just isn't realistic for me to even be starting these, but it is something I really do want to get better at. The only way to get better is to practice, so I try and fit it in when I can.

NA big difference here though is that unlike most of my other digital drawings I started this one from a sketch I did in pencil. I'm much more comfortable and better at drawing characters from scratch in pencil. I have improved at it on the tablet, but I think it'll be a long time before I can surpass anything I can do on paper just because I have so many more years of experience with paper. It's turning out pretty well, I think her waist/hips might be a bit small for her upper body, but that's easily adjustable. I like how the fans turned out, although I'm not too sure about how convincing their angles are. We'll have to wait and see how this one turns out.

The rest of what I have this week are mostly just doodles.
I've been getting back to drawing in pencil, I think drawings done on paper always have so much more life to them than ones done digitally- at least in the case of my own work. He's unfinished as I'm still trying to visualize what he's wearing. I pretty much had the idea of the wolf hat (unoriginal, i know) and drew him because I wanted to draw that, but now I don't know what to do with the rest.

This is a Drawing I did of my friend Ben really quick. I like it because it looks exactly like him. 
And finally, whatever this thing is. Don't ask because I really don't know.

Monday, May 21, 2012

The End of Junior Year

It's the last week of school and everyone is intensly focused on their final projects and studying for exams. The end of the year is always bitter sweet for me. I want to go home for the summer but I also want to stay at school and keep learning. It's important to get away though, so I am looking forward to hopefully having some time to relax. We'll see how things turn out.

Anyways, I need to get back to working so I'll try to make this quick. As usual I've got some updates on my final projects. 

I'm done with everything for project pipeline except for the turn table, which hopefully wont take too long. 
I spent last week finishing textures and making her hair.


 It's the first time I've ever attempted hair cards, and I will admit, I was pleasantly surprised with how they turned out. Unfortunately I made the face way too low poly so if I ever want to use this project for anything I'll have to redo it. I'm relatively happy with the rest of the project, but I don't think it's on par with the level of detail that professionals are able to make. I wish I had had more time to work on it but things just didn't work out that way.

What I'm really excited about is my rendering final. The project reached a whole new level once I was able to add in normals and so on. It's pretty close to spot on to what I envisioned there are a few issues with the quality in the textures.

I purposefully put an ambient light in the scene to help flatten it out. I don't want it to look entirely 2D but I also didn't want it to look too 3D. I'm not sure if that makes sense, but I'm happy with it either way.

I also finished working on Galactose, the game project I mentioned earlier this quarter. We have some videos of the game up on the Galactose Blog, so please check it out. The game came such a long way and I'm so proud of how it came out.

All that's left now is for me to add some small touch ups to my rendering final and make the turn table for my character and then I will be done for the year! 

Sunday, May 13, 2012

Countdown to Finals

There's only one week left of classes for the year and I'm still in over drive. I've been working to hammer things out so that I wont be down to the wire come next week when I have to present my work for final critiques. As of right now, things seem manageable but based on past experience I know I can't let that distract me. The unexpected is always possible and I can't afford to let any thing throw me off.

I am currently working on balancing my rendering final with my Project Pipeline Final. It's been tough because I can never be at the same point with either of them. Working on one means putting the other one off and they are both equally important.

Right now I'm behind on rendering as I made a big push for progress with project pipeline. This week I textured almost my entire character.  Unfortunately not everything went as planned with the character and I was unable to practice painting normals in mudbox.
 Right now I just have the flat color worked out and I'm really hoping I'll have time to add some bump and fix up the specular map, but I can't say for sure. Ideally I'd want to continue working on the color as I think it could stand have a lot more details but I'm having to put that off for now in order to get this thing done.

Rendering is turning out well, but I'm not as far as I wanted to be at this point. I have the displacement maps almost done, some of them need to be fixed up some more and I've only just begun the colors.The issue was figuring out exactly how to get the look I wanted, which took quite a bit of trial and error in terms of painting the displacement and colors.
 The Ottoman is not the right color and I will absolutely be changing it. I also need to change the pictures on the wall.

I was hoping to have the whole thing textured by the start of this week, but things did not work out that way. My plan is to finish them tomorrow so I can begin working on the lighting and the render settings. I also want to add some special paint effect toon lines to give it that outlined look that Van Gogh often used, but I am unsure as to whether or not I will have enough time.

Despite the crunch for time I'm extremely happy with the direction things are going and I'm staying positive about the outcomes. We'll find out after next week if things worked out or not. I am confident however that everything will be ok and I'll be able to manage my time effectively enough to get things done.


Sunday, April 29, 2012

A Good Book

I've been feeling ill on and off all week so I'm going to be keeping this post short. I mostly just want to focus on the updates with my rendering project which I finished. Last week I mentioned that I wanted to find a way to recreate a painterly style with the room, which I did quite a bit of exploration for. However, I decided that due to the amount of time I had I wanted to save that for my final project in rendering and just focus on creating a traditional living room scene for this week.
I still spent quite a bit of time on the assignment though because I wanted to make all of the textures by hand in photoshop. I had a lot of fun with it and I'm very happy with the final outcome.
I think that if there's anything I would want to work on more it with be to make the lamp and picture frames a little dirtier because they stand out as being more "3D" than the rest of the image.  The lighting was done using Sun and Sky and bringing that into the interior scene using a portal light. I then added in Final Gather and Global Illumination to give it that nice soft look and feel.

Sunday, April 22, 2012

Vestibular System

Ok before I start the blog post I thought I should probably explain the title. Basically it's just a very bad joke (if it were a good one I probably wouldn't feel the need to explain it) about the fact that I spent a lot of time this week trying to balance out my work and that my next rendering project was somewhat inspired by Vincent Van Gogh. Everyone knows (hopefully) about how Vincent Van Gogh cut off a portion of his ear. So the joke is that the Vestibular System is what helps people control their balance which coincidently happens to be in the inner ear...funny right? No, not really but I decided to keep the title anyways. 

This week has been busy, but what else is new? I noticed recently that the amount of work I was doing for each of my classes had started to become a little unbalanced so I spent this week trying to redistribute my time and focus to try and get everything back in balance. Which meant spending less time on rendering and more time on my production pipeline project. Basically I told myself that I couldn't spend any extra time on rendering until I get the model and UVs for my character for production pipeline done.
Considering how excited I am for my next rendering project it seemed to have worked really well because I actually managed to finish the model very quickly and efficiently this week. I don't know why but all the other times I tried to work on it just went painfully slow, which was frustrating since I knew I was much faster at modeling than I was actually going.


And thanks to the Maya Bonus Tools that you can get from the Autodesk Area, I have managed to UV more than 80% of the model in less than 4 hours. I think that must be my new record for UVing an organic object, particularly one this complex.
I just have to mirror over the boot and arm and finish up a few small pieces and I'll be done! Which means I can really start having fun with my rendering assignment.

I am very excited about this assignment because I'm going to be using it to lead into my final project for the class. I started out in fine arts, and ever since I started doing 3D I've been wanting to try and find a way to make it look like my models were painted. I've done a lot with painting on textures by hand, but obviously that's not enough to make something look like it's made out of paint.  So my hope is that with my final project I can really explore some of the possible ways that I can add thickness to the object in the way that it looks like thick globs of paint brushed on. I've been working out several different options in my head for a while and I'd really like to finally try them out to see if I can make this happen.  I have a feeling it's going to fail miserably but I really want to try it and see.

I've painted in a lot of different styles, but I always really enjoyed expressionism/impressionism and this is what I'd really like to try and mimic in 3D. For our next rendering project we're required to create an image using Global Illumination and Sun and Sky. My plan is to create an interior scene that I will then use portal lights to pull in the light from the sun and sky for the Global illumination I set up in the room.

I decided to take inspiration from some of Vincent Van Gogh's paintings of interiors, specifically the ones he did of bedrooms. Van Gogh often painted entitre rooms, but due to time constraints and the amount of work I have this quarter I decided right away that I wanted my scene to be very small and really just a portion of a room instead of the whole thing.
This painting in particular inspired me for the set up of my interior, although strangely it hardly has anything in common in terms of the furniture or set up. Believe it or not it was the green he used in this painting that caused me to suddenly visualise the set up of my scene.
So far I only have things modeled and UVed, but I plan on getting to the lighting and eventually the texturing before the end of this week. I have to finish the UVs for my character though before I can start. Hopefully I'll be able to begin work again tomorrow.

Saturday, February 18, 2012

New Over Old

Oh man, this is going to be one of those blog posts where I'm going all over the place in terms of what I am working on.  I do so many things that are considered art each week that sometimes it's hard deciding on what is worth sharing and what is not.

Before I start sharing some new pictures, I'd like to direct your attention to the blog for the new video game project I've recently joined. I mentioned it in the last post, and I've yet to determine where I should be posting the work I'm doing for it so for now I'll be refraining from putting anything here on my personal blog.

Ok, so I have some new things and some old things. Let's start with the old.

Remember this?

I did a little more work on her face. Fixed the nose which was off to one side too much. Added more detail to the hair and to the face as well. Fixed up the overall shape and made some other adjustments to the placement of things.

I've realized over the past few years that my general style for drawing people and in particular faces has become more and more set in stone. By that I mean, it's not evolving as much as it used to in the past. Possibly because I've become more comfortable and confident in how to draw faces and I'm not erasing and rearranging things as much as I used to. Either way, there's definitely a consistent and noticeable similarity now in how I draw faces (except of course when I am purposefully trying to stylize things), and I have yet to decide if this is a good or a bad thing.

And now for the new!

Well kind of, actually everything I have to show this week is work on old/previous projects that I'm improving. But, it's new to this blog, so I'm counting it as new.

I originally drew this in pencil and ink over the summer. This week I have started trying to color it digitally. I am constantly starting new digital drawings mostly because I'm trying to develop the skills and techniques for doing them. It's something I've always wanted to learn but have never really had the time to devote enough energy towards to become consistently efficient at it. I decided to try a different approach for making the base skin tones in this one and so far I am very happy with it. I quickly realized that same method would not work as well for the cloth unfortunately and ended up with the not-so-successful pink sash around her waist. I'll have to redo or at least change up the cloth so that it looks better, but for now I have to focus on my 3D.

Which brings me to my shading final. I'm repurposing a character model I made earlier this year in my high poly class and will be shading it using mostly procedural and some image based textures.

She's not my favorite model, in fact I actually kind of hate the model. I just don't think I did as good a job in making her as I could have. I fixed her up some for this project before UVing her. I am still not happy with her fingers or her feet (although her feet used to be much, much worse) but I am hoping that if I do a good enough job on her textures then I'll be more inclined to salvage the model.

This is my first time using sub surface scattering, and in my opinion I have not been very successful so far. I've gotten it to a much better point than it used to be, but she looks more like she is made out plastic than actual flesh. I am not trying to make her 100% realistic, but even so I really just don't like how her skin looks.

I still have a lot of work to do on her, and every time I work on it it looks better which is always encouraging. I'm still not in love with it yet, but it's getting there. Hopefully by the time I have to turn her in two weeks I'll be at a point where I am happy with it.

Tuesday, January 3, 2012

Pianos Are Productive!

I have a couple of updates!

1.) The Piano is complete! Hooray!!! I finally got around to finishing the textures, all that's left is to finish rendering out the turn table and composit it together, and re-render the stills. I've pretty much come down to the final push with all the work I wanted to get done over my Holiday break. Unfortunately it looks like things will be spilling over into the school quarter when I get back as rendering has slowed me down quite a bit. I'm not as familiar with rendering as I am with modeling and texturing so I've made a couple of mistakes that have set me back. Anyways, enough about all that!
Here's a look at the finished piano! I just grabbed a few of the images from its turn table for now. I'll put up the real stills when I get to them.



(I'm really happy with the way the peddles turned out. Even at an angle it's hard to tell that the section where they go into the back of the piano is just a flat texture)

2.) I'm still in the process of getting King's Turn Table done. I had the whole thing rendered out when I realize I forgot to adjust the curves in the curve editor so they weren't linear. I'll try to get it up here as soon as I can.

3.) I DO have one turn table to share. I made the same mistake and forever to make the curves linear so it's not perfect, but right now getting my other stuff done is a priority so it'll have to do.


Classical Figure Turntable and Wireframe from Madeleine Rabil on Vimeo.

That's all for now. I wish I could talk some more about the stuff I've been working on but I'm down to the wire and have so much to do! I'll have lots more to share next time hopefully since I've gotten a lot of things at their final stages, I just haven't had a chance to assemble everything yet.

EDIT: I forgot I wanted to thank Skybase for his comment on my earlier post. He pointed out that the piano looked like it was floating, which I was able to fix in time for all my rendering.

Wednesday, December 21, 2011

Heavy Metal

It's holiday break for RIT which means I'm nice and comfy back at home in Maryland. Of course, just because I'm 6 hours away from college doesn't mean I'm 6 hours away from work.

This Christmas break I've been diligently working on my portfolio. I have about 8 projects I need to fix up and make shine before they are ready to be called "portfolio pieces." Overall, most of them are about 85-90% of the way there, they just need that last bit of polish before they are good to go. One or two of them are already in my portfolio but need turn tables or new renders and so on.

I spent a good amount of time last year putting my portfolio together for the Game Developer's Conference. I got a ton of great feedback from the people there, but haven't had a chance until now to actually start putting it to use and making changes. Plus I have a lot of new and far better work now (it has been a whole year afterall) that I want to add in.

I took the first  few days of my holiday break to relax so I don't have too much(at least in comparison to how much I have to do overall) done yet.

Today I just finished UVing and texturing a piece (left) I did earlier this school year for my High Poly Class.  Since it was a modeling class, we had to focus on modeling and nothing else and weren't allowed to texture any of our work except for the final assignment.

I started out laying out some of the UVs, not everything needed them, but some of the larger pieces
needed it. Once I got the UVs, I started making some metalic textures for it procedurely.

I thought I had done pretty well at first, because when I rendered close ups of the different materials it looked pretty good, but then I rendered the whole thing and quickly        
                                                                 changed my mind.

I'll be honest... it looked pretty bad (to put it lightly), haha. The colors were all wrong and the materials barely looked like metal. It was pretty clear that I had a lot more work to do if I wanted to make the materials procedurely.

I've had a lot of experience making my materials by hand in photo shop and painting the different maps and so on, but I have yet to fully master procedural shaders. I could've gone my usual route and done it all by hand, but that requires the UVs for everything to be laid out. And since this was a model for a high poly class my geometry was such that
UVing while not impossible, would be difficult.

I took a break from working and came back refreshed and ready to work. I managed to use the shaders I had in the image above, as bad as they were, as a starting point and kept building from there. For the most part I had things right, I just needed to tweak the values and some of the colors.  And once I got the hang of it with one of the materials I was able to easily adjust the others. Even though it took me longer than I planned, I still saved myself a few hours of work had I tried to UV everything and do it the way I usually like to.

After some playing around I ended up with this:

Overall it was a major improvement. Looking at this I honestly don't know how I got what I had the first time I tried. Maybe I just really needed to take that break and get away so I could refresh my thought process. I'm very happy with how the shaders turned out, especially since I haven't had too much practice with doing shaders entirely in Maya. I tried to make each of the metals look and feel slightly different so they wouldn't all look exactly the same.

Now that I have it textured the only thing left is to re-light and re-render it and I'll be all done fixing this project up for my portfolio!