Posts Tagged ‘Character Modelling’

Robot Rock!

Nov 18 2010

There are days when suddenly, completely out of nowhere, I am asked to do something utterly and unexpectedly bizarre. This day was one of these. Simply put, I was told to illustrate realistically a cyborg performing a bicycle kick (you know, the soccer football one). Even not having much time (2 days, precisely) I decided to do it in 3D. It’s arguably harder and more time consuming, but I was convinced that I would have to spend more time on Photoshop or Illustrator to achieve realism.

And hours and hours after, here is a short clip made for Conventions and Business Expos and … oh, shit. I guess I forgot to say what this was all about… this is an concept for BMS (Brazil Machinery Solutions) 2011 campaign, being the goal of this organization to export and be ambassadors of brazilian technology and machinery around the globe… yeah, all of them.
So, beside this neat video, I made some renders and stuff with this guy. Quick stuff,  here’s the concept illustration itself, a stand simulation for their frequent conventions and the trophy concept for their annual awards.

Robots, robots everywhere!

The year is 2008. I bought a PS3. The reason? I got some extra cash and an urge to play GTAIV. How could I ever know that shiny black thing would consume my life?
Anyway, here I am, 45 games and loads of money spent after, and I still can’t get enough of this generation of gaming. Neither can any of my mates whom have purchased a PS3.
That was when we realized we had to turn our gaming conversations into podcasts, and that’s how the Caranguejo Doido project was born.

Caranguejo Doido stands for “Crazy Crab” in portuguese, and it’s an obvious reference to Sony 2006′s E3 press conference (the Giant Enemy Crab), and clearly focused on the Playstation platform. The idea is to make a website focused on news and Playstation related gaming content to the national public, that really lacks a reliable source (not that we are going to be one, exactly).

By now it’s in development process. It’s pretty close to being finished, to be more precise. But while it’s not up, i’m going to show the logo and design I’ve come up with for this so far. So we can face this as a preview.
Enjoy the Dualshock 3 disguised as a foolish crab >

Aaaaand a screengrab from the site in development. If you are a portuguese speaking, gamer visitant, I hope to see you there…. constantly. If not, well, we’ll meet at GameTrailers forums!

See ya!

Yay! Freestyling on ZBrush = Awesomeness.
It’s a bloody shame I can’t get more time into it. If I wasn’t a lazy bastard with a hectic job I’m sure I would do a lot more of this.

This was made 100% from scratch, with no intentions of doing anything, and as it took some shape, I decided to dig into a monstruous version of the lil’ heart of palm. It really was nothing more than a brush, alpha and texturing test, and in the end, the result was cooler than I imagined.
See the full render and a occlusion test:

From the “posting very old stuff, worthy stuff” series, this one was an underrated (by the business people) case that ended being a sucessful blast. But that’s not why I hold this project so dear. Yeah, it got an international award too (DMA Echo Leader Awards, if you mind), but what matters to me is only this: It was hella fun to do.
There wasn’t too much attention around it, simply because it started as the Mission Impossible itself: Introduce the world known Akamai’s web hosting and optmizing services to the unaware brazilian customer, while using a damn old Santa Claus gift plush Exceda (Akamai representant) had left and wanted to get rid of. It was barely close to Xmas, and even with a low budget, I decided to push this forward with a really straightforward flash game, built entirely upon the concept of  “Understand how Santa manages to attend to so many sites at the same time without crashing”. A stupid analogy that turned out as the perfect excuse for a casual, addicting flash game.
I made the hotsite (not such a hotsite, it’s still up) around this game  (same for the rest of the campaign), and bingo, we had a winner. From nothing.

Above you see the front page of the case, which we called “Xmas Ops” or “Santa’s Ops”. But you can see it in motion here (at least it is on air by the day of this post).

But there is more… :] The “fun to do” factor mentioned above is mainly due to the polish and care given to this little Flash Game.
I took my time (not a fairly amount of it, though) to model the Santa Claus in Maya, exactly like their silly little doll, and made all the cutscenes and in game animations there. So it’s like the new retro gaming trend: old school ‘arcady’ side-scroller but fully 3D rendered. I made a quick montage of these cutscenes:

But these ain’t nothing without the gameplay, which was crafted to AWESOME!
That’s why I insist: you must play it!
The guys at AnimaGames surely know their game, and made quite an effort with the ActionScript on this one. I assisted on programming it a bit, but I was mainly the art and creativity director, a damn proud one.
How could I not be? I still have a blast when I play it, never gets old!

Another ZBrush accomplishment, but this cannot be called an accident. This Mimosa was fully modeled in Maya, to then be exported into Zbrush. I really wanted to try out textures, rigs and complexity, so I willingly deviated from her “lovely look”.

My very first attempt at integrating these softwares, I was more one thing of trial and error. Needless to say, I’m far from an expert in character modelling.
Some views from the ‘ripped little piggie-cow’:

And for whoelse it may interest, her ‘shadeless’ model on Maya’s panel:

MADSUN 40oz.

Apr 20 2010

One day I started sketchin’ on Zbrush, and this came out.
What began as a template gear mesh became an 3d homage to Sublime, especially to the legendary album, 40oz to Freedom.

Hit the jump for a 360 turnaround and further details. Read more…