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Thursday, February 14, 2013

Deity of Love and Loneliness

This is a random character generated from Seventh Sanctum, I wrote down the main description and tweaked the wording as I went along. Done in times for Valentines day.
 

The Deity of Love and Loneliness. His wolf's head adorns his angelic built body. His love forever frozen with in his embrace. The Deity bears nine arms and is said to be hard to look at for those who have not know love or its loss.
A little valentines character I made. I started on Tuesday and got this far. I haven;t work with the fibermesh much and I thought this would be a good chance to try. It is kind of hard to work with. I can't pose it and it needs to be THE VERY LAST THING you do. My wolf's is not the the best I know; well that just means more work on animals. Maybe do a speed sculpt day and work on different animal heads. The "angelic body" is marble and old cathedral arc designs. When I hear the world angelic I always think of stone statues.


 
I messed with the edge loops and when I wanted them to make the loops on the base model, the whole model would change until my man's face literally looked swollen.
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I am going to take a some online classes to added to my resume and polish my craft. I am going to take some at http://workshops.cgsociety.org/. I was looking at Gnomon VFX; I might still take some of those ones as well.
 
I saw that Rhythm & Hues is having a big layoff, and that just means that getting into the VFX industry is going to be even HARDER. Not like it's a walk in the park now. But I won't be deterred I will continue trying until I get in and then I WILL work HARDER to STAY IN. VFX is and elite club. Endless nights, team work, depending on the next guy to get his work done so you can get your work done, making art and meeting deadlines which seem to magically move from next week to tonight.
 
It is very hard not be scared and worried, it is natural but learning and knowing how to channel those worries is what being a VFX artist really means

Wednesday, February 6, 2013

Animating and Retopologizing

 
I haven't update in awhile and it's not that I am not working, I am just working on things that take time to do well.
 
So I have a low version of Rosa made. I rigged and animated her in Maya. I used Softimage's tail bones in the dress and the hair.I rendered this is Softimage XSI, I used an .FBX file to jump from one program to another. I still need to render the low version of Rosa with wireframes, I will use her tpose and render her in Maya. I haven't really done a lot of animation since I left school so this was a good refresher. Nothing amazing but its good practice and I show I can make a model that can be easily rigged.

I am currently working on a lower version of the Djinn model in Zbrush, curse my asymmetry. Trying the zsphere method and drawing out the topology is kind of working, though I might just use the zsphere and just remake the whole body to get a better result. Its that trial and see what looks better kind of project. For rigging, to save time I may use the biped rig in Softimage and animate him with that rig. I found some videos on YouTube for reference animation for the Djinn. Kwonkicker Shadow Boxing. So its going to be a lot of graph editing and matching the reference.