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Showing posts from October, 2024

The Green Demon - Blocking basic shapes of the Demon

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 Blocking the basic shape of the demon character was a bit challenging at first, as the toes were connected to the body. I could separate the tubes and eyes and teeth but I had to make the feet as part of the mesh as it had to be seamless. The challenging part was maintaining the shape as the feet were very thin and changing a tiny part of the mesh was affecting the unwanted parts together with it. Luckily, with my previous knowledge of masking (and back face masking for brushes) I was soon able to block out the body with the feet attached to it seamlessly. I started with a low poly version of the cylinder to make a basic shape for the trunk, with mostly move and clay brushes, then after the outer shape was complete, I carved a hole for the mouth and then formed the insides of the mouth. When the basic shape of the mouth was complete, I started doing the feet like I mentioned above. Completing the feet took me quite a lot of time. But after achieving the basic shape of the feet, I ...

The Green Demon - Idea development and Concept

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 Since the background research gave me indications that this project is going to be a trial and error as there's no general guideline for any monster, I've decided to choose something so that I can use my previous knowledge more and keep the random experiments to a minimal as I also has a sword to make after this project. And this is not just about making the character, I also have to optimize it later to make it production friendly, that is, I also have to retopologize the character later to make it ready for UV mapping, texturing and animating afterwards. Since I'm not good at drawing, I've decided to use a concept art form a professional concept artist instead of making my own monster. There's two reason behind doing so. Firstly, I don't have to become expert in sketching as I'm not interested in doing concept arts. Secondly, it's also an essential skill to be able to make something from other people's concepts. Because in a production environment...

Inspiration

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After switching careers from a game developer to a 3D artist, character creation is the thing I was most fascinated about. And my area of interest is and always has been video games, especially action games. I started developing ideas for making an action game a long time ago, but I didn't know the proper production pipeline. Now that I've been studying MA Animation and finished a few prototypes and worked on a few ideas of my own, I'm eager to work on the types of assets I haven't made before. I want to make a Sword and a Demon or monster creature for my next project.             As a fan of adventure genre video games, I've played a lot of games that has monsters in it. One of my most favorite though is The Witcher 3 by CDPR which has various kinds of monsters in it. And from an artists point of view, I think the Leshen is an amazing monster having eye catching animations and transformations. But, since this is my first organic project that...

Background Research

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As always, my project begins with background research about the type of project and also to get some ideas of how other artists are doing similar projects. So, I started looking for similar artwork done by others. The results of this background research were quite surprising for me. So far, I've only worked with humanoid characters, that has a certain shape and form. The only unique thing about this kind of project is the costume. Even so, the bigger proportions of the costume of any human character are always similar. For example, upper body, lower body, outerwear, head wear, gloves, shoes etc. The basic shapes of these clothes don't differ very much on a bigger scale.     But, when you talk about something like a monster, it can come in any shape as there's no fixed anatomy for a monster. They are all imaginary characters that come in countless shapes and forms. As an artist, this is both the good news and also the bad news. The good news is that I don't have...