Monday 6 August 2007

Philip Pendlebury - Introduction

Hi Alwyn, thanks for giving up the time to give advice on texturing, its much appreciated.

thought id write a brief blurb about what im up to at the moment.


Ill try and keep it short!


I have an up to date Artblog which gives a good impression of where i am currently. The character design section contains a step by step breakdown of the current character workflow. Please check this out here

Also the root url is-> http://susurrusart.blogspot.com

i also have a number of posts on the Andrew Mcdonald modelling blog regarding my progress with the modelling for my Masters Project.

http://ma3dncca.blogspot.com/


This is my Illustration Degree website which was created about a year ago, its a snapshot of where i was.

www.philippendlebury.com


But to save you clicking on lots of links, and sifting through lots of different sites, ill give a overview below.




My goal for my masters project is produce both a HighPoly character and Vehicle design. I will
be presenting the character on its own, and then i will show the vehicle with the character posed and sitting within. When rpesenting the character, she will be full suited up, including a helmet/mask/rebreather over her face. on the vehicle she will be wearing alittle less, and have her helmet under her arm. This will be where we see her face.






Character concept. First: Shows one colour type and some material properties.

Texture wise, im on the verge of starting. But i still have some key elements of the armour modelling to complete. Im currently building a number of palletes / texture stamps to give you an impression of the colours and materials i will be using throughout the models. Im planning on using fast skin shader on her face, and bits of skin we see.. but am in need a of some advice regarding the best way to replicate human skin.

Semi-final base pilot model. Zbrush render with skin shader slapped on.


She is covered in Biotech armour, and has a Wingpack strapped to her back which has been genetically enginnered from dragonfly DNA. A top secret technology used in the fight against the serpents.


Equally her vehicle uses camoflauge technologies similar to that of leaf insects. A strong robust and extrememly manuverable ground based unit. It can rapidly change its outer surface to match its environments, but as the planet is largely covered in forests of varying types , this is
where its specialities reside.

Number of example of how i am basing the material and texture for the biotech surface. The dragon fly is for the wingpack and armour on the character, and the leaf insect is for the vehicle.


So we have Leaf/plant textures, Insectile textures, Human skin textures aaaand i think thats about it. I really want to stay away from anything metallic looking, man made is a big nono, and that goes with the colour pallete. Eventually when i get round to creating the 'Enemy' (sometime next year at this rate!), they will have the cold blooded, steel, man made, metallic textures, all strauight lines and oppressive. I want the good guys to have natural, warm earthly textures and colours.



More texture examples mainly for the natural elements on both the pilot and the vehicle. The leaf textures will be used for the wings which i want to suggest leaf like structures over actual insect wings. Ill try and do a merge between the two.

Ill leave it like that for this post. I will now finish off all the texture stamps/examples and post up.

just to add, I will be using Zbrush/Photoshop/Painter to create my textures.


Regards,

Phil Pendlebury


3 comments:

Alwyn said...

Nice work Phil,

I took the time to go through the links that you provided, and I was impressed with all the material you have. Your online portfolio was clean and very functional.

As for your current project your direction seems thought out, and you have a clear vision of your final goal, which is always the hardest thing to do when trying to complete your final.

The technique we use here for realistic human skin, is by setting up camera projections and using them to bake out high res images, onto your model. The software we use is combination of photoshop and bodypaint. There is some great hi res images at www.3d.sk, if you are short of material. I don't know Painter that we'll, and I don't think it has the same camera projection tools.
As for your original suggestion of using the fast skin shader, I think that should be fine, you have good control over your different texture maps (sub surface, bump, spec etc), but I would start with hi res human skin as the base for you colour map.
I have one question for you, how are you UVs laid out?

Cheers
a~

Anonymous said...

Thanks Alwyn,

Ill spend some time gathering high res images. Ive been thinking about getting a 3d.sk subscription for ages, now might be a good time.

To answer you question im still finishing off other modelling sections, but im going to UV the female topology in the next days. I will post my layouts on the blog as soon as they come, sometime next week.

later
Phil

Alwyn said...

Hey Phil if you see something in 3d.sk you like, let me know and I'll grab it for you, that's if you don't feel like forking out the cash for a subscription at this stage.

a~