Friday 30 May 2014

Zombie thrasher




Well..
I wanted to make this post specifically for the texturing process i am going through for the Zombie thrashing truck i have been working on with other projects (which you can see briefly in the post THE MACHINE).

using the perks of amazing high poly sculpting in zbrush,
I started by importing the different low poly meshes from maya





2nd step was sculpting the scratches and major deformed parts like the metal in front

 and then after giving the basic first layer of colour using polypaint started the process of taking and making different images for specific uses under spotlight




I wanted the truck to have the colour tone of the 11 striped ball to give it the appeal of a rough enthusiastic fun loving trucker in an apoclyptic world.

Similarly for the wheels i used a couple of scratched aluminium and rusted metal textures

For the rusted leaking parts on the door and other metal frames..
i used a similar texture and painted wherever i wanted the rust leaks to be

Monday 5 May 2014

PROP ART




This post contains the low and high-poly game modeling meshes for the different articles for an alley scene


The first object is a simple telephone booth







Second being a 'DG set '




Third object is the outer unit of an air conditioner.






Details from the high poly object would be baked on the low poly
this is the high poly model for the air conditioner outer unit







Character development











This work under progress is my attempt at developing a character with a background story

The basic aim was to create a character that would suit a particular scenario.
In this very exercise the character has these traits:
1.   sent from an imaginary world
2.   one man army for the destruction of the world

Hence I concentrated on the character KALKI taken from Indian mythological books and gave it a different look altogether
The character Kalki made of 3 different souls namely Vishnu, Bhrahma, Mahesh
Although he is the last avatar of lord Vishnu.
So i decided to give him a 'snake shield'.

Hope you enjoy the character conceptualization

Just the way the truck conceptualization started with a much simple approach in the start and was later converted into a beast..
This character development also started with a basic influence of an ancient Japanese armor with a couple of add-ons on the shield to give it a more 'off the planet' influential and different look



But as i kept on proceeding forward, I kept on trying to make the character look more and more powerful


While previously the character was being made with a floating head..,
Using the concept of the skull been bound to the armor with these heavy chains improved the silhouette a bit.
Adding the tusks and making the cheekbones even fatter ,to me, gave the character a more aagressive and angry look . Thus fulfilling the 'DESTROYER' requirement for the character. 
so..
With the face.. I settled somewhere around this







These in-software snapshots show my attempt at giving the character a suitable clothing which matches its over all appeal.








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