Saturday, February 27, 2016

example of polygroups and subtools

Quick example of how I built the foot

 I started with a rough dynamesh


 Used the Clip Curve brush to remove the toe nubs

 I created new geometry from Zspheres and duplicated them as subtools.  After moving them into place with the Transpose tool...
 I Merged all of the toes into a single subtool. I applied Dynamesh to merge them with the foot.

CTR+Click dragged to remesh everything into a single piece. I applied a toenail shaped mask to the toes and used the Extract Geometry tool within the subtool palette.  After applying that function you have a new subtool containing the toenail geometry.   Using this method you can manipulate geometry without effecting the forms in other subtools.  It's much easier than trying to sculpt everything from one mesh.


This is the result of the same process, with more careful placement and attention to anatomical forms






Next Week

Home work for next week is to come in with a Zbrush model of your concept.  Use the techniques we covered thus far.

Dynamesh, Zspheres, basic sculpting.  If you need a refresher on the basic functions the hotlinks to the Zbrush Documentation are

here: Dynamesh,    http://docs.pixologic.com/user-guide/3d-modeling/modeling-basics/creating-meshes/dynamesh/


here: Zspheres ,  http://docs.pixologic.com/user-guide/3d-modeling/modeling-basics/creating-meshes/zspheres/



Next week we'll be going over a neat mesh creation mode called Shadowbox and how to break up your mesh into Polygroups for easier editing and selection.   <---- Polygroups and subtools open up a lot of doors once you understand the logic.

AND TENTACLES.....we are making tentacles

While saving files has proven to be a bit of a chore, I've had luck using google drive.  The Ztool files are of a manageable size and it foregoes the hassle of remembering flash drives

Wednesday, February 24, 2016

Stuff and Stuff

Hi everyone, sorry about the late blog post this week.  We've deviated pretty sharply from the original syllabus I laid out at the beginning of class.  Since Zbrush seems to be what everyone is most interested, we'll be focusing on using it for concepts and illustration.  I had the idea that we'd be wrapping up the playing card by now, but it's probably worth it to use the monster to explore different tools in Zbrush. We'll talk about that in class though.

I took some time to put together a customized Zbrush interface that drastically cuts down on the amount of crap you need to wade through to get to the vital tools.

We are going to build on last weeks zbrush session by going over a few ways to create base meshes.

Zspheres, ZSketch, and we'll touch on using the Zmodeler brush.

That'll be enough for one week

Thursday, February 18, 2016

Zbrush Vids

http://pixologic.com/zclassroom/



these are great videos, I learned a lot from them.  They have totally reorganized all of the videos and have added new content in the last three months.  Have at it!

Kasha environment









Let me know if you have any questions or cant read my writing!

Sunday, February 14, 2016

ALSO....


In other news I like you guys so much, I bought a copy of this DVD for class 

http://www.thegnomonworkshop.com/store/product/157/Visual-Storytelling-with-Iain-McCaig-Vol.1#.VsD5bvIrLLs

It's 2 hours long and a great way to understand the visual story-teller's mental space. Plus watching him draw is entertaining in and of  itself.   We can take a class session to watch it, or find another time that works for people.   Leave a comment with your vote

Next Week

Hi Everyone sorry about the delay in posting this.

Great work this week everyone, excited to see where everyone is going to end up by the end of the semester.

Homework hasn't changed, place your concept into a narrative setting.  Again, it doesn't have to be a literal environment.  It should be interacting with other elements, whether they are designed symbols, ornate border designs, or photographic elements.  Again, this project isn't about getting a perfect product.  It's about giving a taste of how much work should go into deciding what you want to portray.  Something that is often neglected in studio art education.

By popular demand, next week, we will be getting acquainted with 3d-programs.  Zbrush should be installed on 5 of the computers in the lab by next week.  Seats for everyone would be ideal. But from my experience, the lab is empty most of the time.  It shouldn't be too difficult to get some desk time.    I promise, after 30 minutes of basic instruction you'll be able to create useful assets, and after an hour you'll be completely hooked.  

I know not everyone has the means to outfit themselves with the necessary equipment at home, so I am not requiring the use of 3d in the homework.  I emphatically suggest that you make an effort to visit the lab and learn some skills that (GASP!) may one day translate into employable skills!


I recommend that people get copies of Sculptris for their own computers.  It has enough features to be useful without being overwhelming.  Models created in either program are cross compatible.

http://pixologic.com/sculptris/



Thursday, February 11, 2016

Saturday, February 6, 2016

By the Way

When you begin to work out the details of your design, bump up your resolution as high as your computer will allow.  The computers in the Lab are 3.1 ghtz i7s with 16 megs of Ram.

My laptop is a 2.8 ghtz i7 and it handles files over 100k pixels wide without a problem

evolving the concept

next pass, small tweaks from here on out

Friday, February 5, 2016

Homework for next week

Pick one of your concepts and refine it.  I want one thoughtfully considered rendition of the concept.

 Use motifs pulled from your research and consider  the small format the final piece will be displayed in.  Most standard playing cards are 2.5" x 3.5".  Think about creating organized masses of value and form that will read well at that scale.


I highly recommend using  Pinterest as a way to catalog your visual research.  I'm terrible about keeping my hard drive organized.  I just find Pinterest easier to manage for small projects like these.

I've gathered up a few examples of work that solves major design problems.  Concept art is about solving the problem of what you want to portray.  Illustration is deciding how you want to portray it.
All of these examples are drawn from film, both live action and animated.





Pixar Stuff,



Dermot Powers,






Iain Mccaig,


Looking forward to seeing everyone's work next week.  Feel free to post on the blog at anytime with questions, I'll try to address them in a timely manner.


Also, Please have your work uploaded to the blog before class starts next week.  In the interest of time, I'll critique the work out of class and post revisions during the week.  It will allow me to be more thorough in my critiques and cover more information in class.