Make It and Show It – Week 10 (27th April)

This week I have managed to start and finalize my work on the alien character model.  Unlike the previous character, this one took a lot less time to create.  To make this character, instead of creating the base model in 3DS Max, I built the entire model in ZBrush by blocking out the shape using Polyesters and adding more detail to the overall model.

This is an early render I did of the aliens face to ensure that the detail that I did to the aliens skin looked organic.  I created the detail on the aliens skin in a similar way I did the detail on the characters skirt early in development.

This is the final model created in of the alien that was created in ZBrush.  Overall, I am happy with the outcome of the model and am willing to move on over to the robot design.  I will also have to consider taking some time to retopologize the models I am creating before the final deadline and to render them out at some point.


Make It and Show It – Week 9 (21st April)

The first model has finally been completed after 6 weeks of work!  That means I am about 4 weeks behind scheduled and yet I have two models to complete.  My plan to ensure their completion is to keep the models a lot more simpler then the one that I have just worked on.

The progress that I have done this week has included various tasks I had left until last minute.  The first being the characters hair.  After re-watching the tutorial I was looking at to help me create hair for the character model, I decided it would be best to map out the shapes which the woman’s hair took.  Afterwords, I modeled the hair by using a range of wavy lines and curls.  I then modeled and inserted a bunch of flowers into her hair.  Overall, I think the hair came out better than I expected.

The other two tasks I needed to work on where the characters belt and shoes.  The belt was easy to create since all I needed to do was extract the shape from the characters waist and then ZRemesh and flatten it to make it look like a belt.  The shoes were a little more complex since they required me to extract both the area which the character put their feet and the grips to form seamlessly together.

This is the final model rendered as a turntable.  To create the turntable I used this tutorial.  Overall I am happy with the final outcome and am looking forward to working on the next character model.

Make It and Show It – Week 8 (15th April)

This week has been a lot more productive then previous ones but not without its own issues.  One of the main issues that I have had is the constant crashing and the amount of time taken to both load and save a piece of work.  This was because I was using a polycount that my laptop couldn’t handle.  To resolve this issue, I went through all of the models that I had created for this one character and reduced the polycount from 75 Million to 24 Million.  Plycount

Another issue that I have had is files corrupting after I have worked on them.  This is a big issue since at one point, I had completely lost all of the work that I had done for an entire day.  While I have ensured that I have a long backlog of files just in case something goes wrong with the model, losing all that work was annoying.

Error Message

Both of these issues have made it quite difficult to keep a consistent level of work during the week however, I do feel that the work I have done is substantial and that I am close to finally completing the model.  Referenece Material

At this point I feel that the work on the characters face is almost complete.  While working on the face, I attempted to use what little space I had on my computer monitor to display some reference material to work from.  There were two images that I used from my moodboard as references which can be seen above.  I liked the woman on the lefts eyes and the woman on the rights lips.  I also liked the woman on the rights hair style too, which is why I have changed my mind about how I want the characters hair to look.  Also, because I have some reference material for that making the whole process potentially a lot easier then it was before.  Face renders

One of the main goals for the characters face this week was to finally get the characters eyelids to look like eyelids.  To that end, I decided to try and erase the work I had previously done on the characters eyelids and start again using the clay buildup tool to create the characters eyelids.  Afterwords, I started to mold it to try and create a circular look.

Attempt No 2 Ear Render 2

I have also done some additional work on the characters ears to try and get them to look more like real ears rather than just flat things that stick out of the side of the characters head.

Characters Hair

Something else I worked on was the characters hair.  Like I have mentioned before, I have decided to change the way in which the characters hair looks because I both like the new style, I have the reference material and I don’t have to worry to much about it clipping through the characters collar.  However, I did attempt to work with the old design.  It didn’t work out too well so I decided to change it.

Hair 2

To create the new hair style I followed the video I mentioned previously which can be seen here.  I started by extracting the characters scalp, using ZRemesher to lower the models polycount and blocked out the shape in which the hair style on the woman took.  I then attempted a few times to create the strands out hair but I was unsuccessful in doing so.  In the end, I decided to wait until I was back in Plymouth so that I could use two screens instead of one.

Shirt 2

The final aspect of the 3D modeling that I have done is to the shirt model.  I feel that out of all the work I have done this week, the shirt is the model which I have done the most work to.  I feel that I have finally managed to get the creases on the characters shirt to look natural.  To do this, I looked my reference material and explored where the shirt had the most creases and applied it to my work.  While I used the shirt I previously linked, I also used a different shirt as reference material too which can be found here.

Overall, even with the issues I have experienced during the week, I feel that I am on track to getting this model finished by the end of next week.  However, this also means that I have pretty much destroyed any chances of catching up to how my plan originally was.  However, I do hope that I can get these models finished in time for the summer show.


Make It and Show It – Week 6 (31st March)

I didn’t get much done this week since I traveled back to Wales for Easter, which meant I spent a day tidying up my room on Wednesday, a day on a train on Thursday and then spent Friday recuperating from the journey.  However I did attempt to get some work done earlier in the week so that my plans for the week didn’t end up eating up as much work as I thought it would.

The first bit of work I am going to talk about is on the characters hair.  I didn’t get much done on this model since, truth is, I find hair a hard thing to both model and design.  I managed to get the basic shape of the hair down however, I may need to spend more time looking up techniques on the internet.  The current tutorial I am looking at can be found here.

After working on the characters hair, I decided it may be worth wile working on the characters shirt.  One of my ideas from last week was to get a piece of reference material so that I would be able to see where the creases from the clothing should be.  This is the image that I found.  Sadly, I didn’t take any screenshots of the work that I did this week and the file that I was working on seems to have corrupted (for some reason).

Like I have said, I didn’t get much done this week because of how busy I have been doing other things.  I should have considered this when I put together my plan but I didn’t.

Make It and Show It – Week 5 (23rd March)

Since the model I did last week ended up not working out so well, I decided this week to start from scratch this time altering the base model enough so that it would look a little less… wrong?  The face needed to be pushed in a little more then it was previously.  I also ensured that the top lip was fully detached from the bottom one.  I have also made the decision to make sure that all clothing items are separate from each other, this way I can control the amount of polygons that are used on the model to make it more efficient.

ZBrush DocumentAttempt No 2 Full Body Render 2

My main focus to start this model off was trying to make the anatomy of the character look good.  I did this by looking reference material for a woman that has the same build as the character that I am attempting to create.  From there I observed how the her muscles looked and how her body looked as well.   While there is still work that needs to be done, most notably on her legs, I feel that this is a great starting model for the character


I started working on the face by loading the image I had of my characters face design so that I had some kind of reference to use when creating the character.

Attempt No 2 Face Render 2Attempt No 2 Face Render 6Attempt No 2 Face Render 11

My main goal was to try and ensure that the characters face looked as I had designed it in my initial concept art.  I also used the moodboard I had created earlier for reference of how the characters cheeks, nose and neck should look.  Above are three progress shots from the work I did on the character model.  As demonstrated, I attempted to try and define the characters cheekbones, jaw, lips, jowl and head.  My biggest mistake was attempting to make the characters skull a little more narrower.  I also feel that the characters lips need to be moved a up a little bit.  I also need to focus on trying to define the characters eyelids a little more since they don’t look like eyelids.


I also decided to start trying to create the characters shirt.  I started by taking a low poly model of the characters shirt then using the move topological brush to try and get the shape of the characters muscles.  Afterwords, I increased the amount of polygons that the the shirt model had and started to apply additional detail like the way the shirt opens in the front, buttons, the seams and creases.  While trying to add creases I started to realize that the seams would get erased as I would smooth the model so I decided to remove them from the model so I could add them later.  I then tried to make the character collar more triangular to try and get the shape I was going for with the characters collar.  Overall, I am not too happy with the way in which the creases look on the characters shirt and feel that additional work needs to be done on it.  It may be worth while getting some reference material for the characters shirt of the internet.  Untitled-1

My final model for the week was getting the characters skirt shape done.  Unlike the characters shirt and body model, this time I decided to try a different technique where I extracted the polygons needed for the skirt directly from the model its self and then used ZRemesh to lower the polycount to make it more manageable.  Overall, this was a really effective and quick way of creating the characters skirt.  I also added some texture to the skirt using the clay build up brush and using the spray feature to build up a cloth texture.

Overall, I feel that this week has been fairly successful when it comes to my work on my character models.  However, at the same time, there is still a lot more work that needs to be done.  I still need to work on the characters eyelids and making them look more like eyelids rather that what they look like right now, define the characters nose more, fix the shape of the characters skull, work on adding more detail to the characters shirt, work on the characters ears, give the character gloves, work on the characters hair, work on the characters jumper and work on the characters shoes.  I feel that this is going to take a lot more time then I initially planned.  I should have done more 3D Modelling experiments to ensure that the overall project was viable.  I think it may be a smart idea to try and ensure that the next two character models are a lot less complex.

Make It and Show It – Week 4 (16th March)


My goal for this week was to start working on the first characters model since I needed to start actually developing from my idea and create the model otherwise I would be far behind my stated goal.  This week I have tackled trying to create the Characters face to try and get it to look more human like, while also working on the characters shirt and skirt.

ZBrush Document

I started this week by first creating the base character model in 3DS max and then exporting it to ZBrush as an OBJ.  My goal was to add additional subdivision levels to the characters model to ensure that I can add additional detail to the model.  The base model for the character is show above.

Characters Face 1Characters FaceCharacters Face 3

From there I started to work on the characters face to try and define the way the characters face should look.  Like I have previously stated, the goal was to make the character look realistically human.

Clothing 1Clothing 2Clothing 3

I also got to work on the characters clothing.  More specifically the characters shirt and skirt. My goal for these clothing items was to try and create clothing that looked realistic with the seams and folds on both the shit and the skirt.  I first created the skirt model in 3DS max as a low poly model and then added more subdivisions to the model to allow me to add more detail to the model.

Clothing 3

I tried to create the seams on the characters shirt however, upon reflection, the seams look a little too defined.  I created the seams by looking at some reference material and highlighting the area in which the sleeve meets the characters shoulder.  Afterwards, I alternated between both the sleeve and the shoulder and added clumps of polygons to create the seam.

This is a turntable of my first attempt at this model.  In the end I decided that I didn’t like how flat the characters face was, how the characters nose lacked definition, how the characters eyes looked and how the characters clothes were one model.  I also didn’t like the shape of the characters collar.  So, I have decided to start again which will cut a significant amount into my current plan since this is around a week’s worth of work.



Practice Character – Fallout 3: Lone Wanderer

After creating the artwork based around the character I created in Grand Theft Auto V, I decided to work on a piece of artwork based around another character I built in a game, this time from Fallout 3 (Bethesda, 2008)


Overall, I think this is the best piece of artwork I have produced so far.  I think that the shading I have done to the character looks fairly good.  My only major complaint would be that compared to how the armour looks in the game, the boots are a little small and the glove doesn’t have as much detail as in the game.


Practice Character – Woman with a Gun

As part of the summer break, I have decided to take the time and work on my personal skills designing and developing characters, while also trying out some different ways of creating characters.  While this is the second character I have worked on so far, it is the first that I have actually finished.  Originally intended to be an idea generated for my final major project, I have decided to class it as my second practice character because of how I tried out a different technique to make it.

The technique I used was inspired by the video ‘TOP FIVE TIPS for Digital Drawing and Design’ by the YouTube channel ‘Draw with Jazza’ where he detailed some of the steps he took from other artists to create a final product.


I started by creating a bunch of different Silhouettes and deciding which I preferred.  I found numbers 1, 3 and 4 to be the ones that court my eyes since they were all fairly dynamic and showed the personality of the character a lot better than the rest other 3.


The next step I took before deciding to try out the technique I later used was to create a bunch of identical line drawings and to add colour to them.  However, once I did this I decided to change techniques to see how fast it was to create a final piece compared to work I had done previously.



I started by taking a silhouette I liked (silhouette number 3) and placing it into another file.  Afterwords I drew a line drawing over the silhouette to give an idea of how the features of the image should look such as eyes, nose, mouth and bow.  I also decided to alter the image so that the character was holding a different weapon to the one that silhouette previously had.  Afterwords, I started to apply different shades of grey over the silhouette to try and define the characters shape and to add additional detail the silhouette.  Once I was happy with shading, I started to place colour over the image and then applying a linear burn.  Finally, I added some some shading to the background to cause the character to stand out.  Practice_Work_1

Character and Level Hand-In

Overall, my opinion on my personal development throughout BAGA 201 and BAGA 202 has been alright.  Not good, not bad but a plain alright.  My problem with both level and character is that I tend to have a ‘if I can do it, I’ll do it now and if I can’t do it, I’ll do it later’ attitude to my workflow.  This is evident in most of the work that I have done throughout the course of this year.



Generally, I like the work that has been produced in character.  I feel that the amount of time I spent on it has shown in the quality of both the Princess and Main Character ZBrush models because of the amount of detail that is contained in both.  Unlike level, I spent a long time working on looking at different items of clothing, working on character concept art and making the models which shows in the final models of the characters.


However, if there is one thing I have to say I dislike about the characters I produced, it would be the texture work on the main character in that it took too long to finally texture the model meaning that I spent more time on that rather than working on other projects.  I think it would be useful to try and get use to making models have a lower topology in ZBrush over the summer break simply because spending weeks just working on one model is not something I want to do next year.  It may also be worth buying ZBrush to ensure I have the program at home for ease of access.



I am quite ashamed and disappointed at how level ended up.  I just felt early on that I couldn’t work on level concept art so I didn’t work on the level, which then lead to me working up until the deadline just texturing the level rather then having it done a week in advance.  This is something I definitely want to improve going into next year.  This is not to mention my lack of level fly-through because of both a lack of time to make the fly-through and a lack of knowledge on how to do the fly-through.

I think putting some time aside to learn perspective and how to photobash may be useful over the summer break.  I should also make time to learn more Unity just to make sure I have some understanding of the program so that next year, I can at least try and have a level done for the end of year show.