- Remove and reduce duplicates of items
- Retopology for low poly mesh
- Rework some areas.
Hello, I have returned, been working and been busy.
Yes, London. You know- Fish, Chips, Cup o’ tea, bad food, worse weather, Mary****ing Poppins, London! Yes, London.” – Snatch
That time again with birthday cards and started to do a Mary Poppins birthday card illustration, never done a Mary Poppins illustration, kind of out of my comfort zone.
I have about five days to do this card and have to work smart work and not crunch, I think I shall do it.
Initially sketched out the idea, made a few thumbnails and of course got reference images, you need them. My initial few ideas were to have her stand on a chimney, rooftop. But looking a little gloomy, so I went with her flying over the rooftops London, it’s one of the recognised bits of the film to me and it’s repeated on film case covers and other illustration.
Created a few doodles and chose this layout, it is the default illustration, Mary Poppins flying over loosen, everyone has done it.
After the sketching, started to block out the illustration, to place the objects and character, not fussing of how things look, I just wanted to block it out and get going, additionally using reference images as a guide.
In two minds with the London building rooftops, chimneys, I may make it modular assets and use the linked symbols, build one asset and apply changes to all that are linked, saves a lot of time and I can refine and improve a few instead of a load of them. What I went with is create the variety of chimney shapes silhouettes and copy and paste them and modify them a little and it worked. Also will need to few unique buildings, St Pauls, Big Ben, to make the skyline interested and people know it’s London.
The focus was on Mary Poppins, to the character fleshed out getting looking right and so for the next couple of days going to get her looking right, once done, the next step is to work on London Skyline.
Ater the work on Mary, moved to the roofs, 1910 London, I think it’s 1910 ish. I double checked, I swear it was that date. Once had the variations of chimneys, it was a process of duplicating and shrinking it to the distance.
Some progress of the London and the focus on Mary’s bag and trying to match the images on the actual bag from reference used photos of flowers and vectorised them to a low fidelity.
Refined the scarfs around the neck, refined the shoes and then, broke up the base of the skirt, made it wavy. Then moved onto the foreground chimneys as an experiment.
Spent some time with the parrot umbrella, for the size it’s going to be on the card I spent a bit too much time on it, stopped any further work as I don’t think it was necessary to work on that high detail for something so small.
A little bit here and their changes, especially the face and hair of character, some further work on umbrella and bag. Some bit more experimenting with the foreground chimneys.
Next step was to change the face and work on it further, this was going to take some time to get right as I was trying to make it look like the person the card is for, created more chimneys in the foreground, was starting to like the chimney’s in the foreground.
Worked more on the face, that was really tough to get it right, it’s getting close to finished.
Further last bits of tinkering and I am going to call this done. Added Bert, Penguins and a ship, changed the colour a little.
It was a project tougher than I thought and out of my comfort zone, as I’ve never done something like Mary Poppins. Additionally, I think I put made up much pressure on myself with the project and that’s not good, never do that, seriously, don’t.
Some bits a bug me a little, like the chimney smoke doesn’t go all the way up and fade out, wish I did that. Mary looks stiff, but not as stiff as she flew in the film. If I had another day, but I hit the deadline. I think I may have fixed a few of the issues. Over I do like it and I would want to visit Mary, but, overall I was happy with it.
Finally, I have finished the character and added to my Portfolio, phew.
I can’t embed the 3d views as they don’t work here, however links below. 🙂
There are a few more images at my Artstation page. Anyways, onto the next project, learned a hell of a lot of things on this project that I can take with me onto next project, now, a quick break and continue the work. Tata for now.
Hello, nearly done, currently making headway with the Sumo, getting to an almost finished placed, have a couple of things to fix with Sumo’s beads and hair.
Reworked the tentacles, now they look much better, changed the mask back to the original version I had previously done, added a water lily tattoos, variations of the fish and a couple of other things.
All the work for the tattoo was done in vectors, it additionally made my life easier to change and fix parts of the tattoo when need, I may do some further work on the tattoo with a paint over to clean some bits.
Finally, I have been posing the Sumo as well, the character got it auto rigged at Mixamo website, a quick and good solution, not the best, it has its limitations, as you still get some odd deformations on the body and the website doesn’t do faces. I shall have to soon learn rig characters myself using a different software, Maya, Advanced Skeleton or Akeystu.
He may look like he’s floating in the thin air at the moment, the chairs will be added later when I finalize the diorama for him, not sure what it will be, however, I think I got an idea. 😉
I made a blog entry at Artstation with it viewable in 3D. I can’t embed 3D blog posts from Artstation, I can only embed the ones from the finished portfolios, oh well.
Over the coming day, the character should be done.
The next post should be the finished thing.
Hello there, here we go.
The UV’s, have been unwrapped and laid out, textures and high poly detail have been baked…..Even that Waist cord! The White and the skull masks having been fixed and rebaked, phew on so many levels.
Bakes are looking good, there are things I have learned baking with and I like Marmoset3 it’s nice, it’s fast, straightforward, additionally, I can see the textures almost instantly and adjust if necessary. The colour of the Sumo looks closer to the original illustration which I am happy about, however, this fingers are a little blue compared to the rest of the body, they may need a bit of amending.
Facepaint amended to match the original illustration, I think I may need to make a couple of fixes to it.
I decided to get the hair done and my word, a little bit of a nightmare to do for a while, the baking did not work, somehow the UV’s misbehaved, I exported and reimported the files and that worked…. something I was told a few years ago and it works. After a wobbly start, I added the hair strands, it looks good so far and needs to make a couple of iterations on the hair strands.
It’s getting there, had to update Substance painter and as I have not used in awhile, they’ve done a big update to the User interface, I need to do a refresher day with it.
Made the Geta Sandals, need to be worked on especially the straps, they look janky and are floating.
Here is the first time doing the tattoo texture.
Close up of the test version of the tattoo up, it’s a bit big and warped as this was taken straight from the concept illustration. it works.
No way finished, the tattoo needs to be adjusted and fixed.
There is a problem I’ve noticed, I’m losing the texture map details below the tattoo, normal, occlusion are getting washed out, I can reproject the high poly model mesh of the character body’s on to the tattoo mesh and create normal, occlusion and cavity map or bake the tattoo textures directly onto the original low poly texture body mesh….. something to try and think about.
A close up of the shoulder, the seam is noticeable, it’s like badly wallpapered wallpaper. It may be ok for long distance shots and small screens in-game, it may not be noticeable unless you’re looking for it and stare at it.
It does look ok, using the Gaussian blur does help, however, again I may have to do this as it may not be supported by the platform, may have memory constraints.
I decided to go back and bake the high poly detail on to the tattoo mesh to keep extra detail maps, now, it looks sharper, even when baked with the tattoo mesh. The texture is 2048×2048 and stupidly high so I may need to bring those texture sizes down to 1024×1024 and 512×512 variations.
Close up of the shoulder and no seam issues, this time with clearer texture, the seam is not visible as on this tattoo mesh it has been split differently to the body mesh. There is a bit of artifacting below the beads, those odd stripes are on the Normal map, I will need to give the mesh another bake or just clean that edge up.
Here is the tattoo on the back clearer and with the normal map, ambient, and cavity map, come through and show details that got lost when not baked, it makes a huge difference.
I put together a side by side comparison to see the difference, on the left is the higher resolution texture and on the right is the lower res version of the tattoo.
The White mask does need some work to it, as the shadows around the eye socket don’t look great, they just look bad.
Here is a video of the turntable
I Finally managed to jump into Substance painter a bit of relearning and getting used to the new layout of the software and after some work, I decided to use the Substance Renderer, it looks completely different and not bad either. 🙂
Still, more work to be done, some parts of the hair bother me. There are a couple of lines on the normals to be fixed. I may reshape and rebake the hair as there are some odd bits.
Let’s finally get to business.
I think all the game friendly low poly topology has been done and I the read and white masks were left to be done. The red demon mask has had its low-poly game friendly mesh done.
Hmmm, I think I will not poly paint before I project details, I had to repaint it, almost from scratch, a bit of a waste of time.
Finally with all the retopology has been done and finished, unwrapped all the UV’s, it’s not the most exciting, however, it has to be done, the quicker it’s done, the quicker I can get back to texturing.
Gladly and thankfully done, now more to do others.
The first test bake went extremely well, had a tiny spec of two of artifacting when baked, they are easy to clean up and the seams are not visible, I call that a result.
Now, with the Wireframe.
Size comparison between the sumo and zombie Eric.
So far so good, there are a few things left to bake, that are the rest of the masks and the kimono cord. I am going to sort out the hair strands, bake one strand and copy them across the hair even his eyebrows.
I’m happy how it’s looking, it’s lacking some bits of need extra work. I may darken the kimono, as the moment it blends in with the skin, I may also adjust the skin to lighter, so many choices.
With the teeth I’m glad that I took a different approach to modelling them, the previous characters of monsters had wasted poly meshes for the teeth and I don’t want to do that again, I want to cut the polycount down, so this time I created a low poly meshes for upper and lower teeth and palette and used as a base for sculpting on and bake the textures onto them, it was good to see it worked, I’m going to refine the process even more as I liked that approach. Perhaps in the next version, I can bake high poly individual teeth and gums to the low poly mesh.
I recently was able to use the newest Marmoset 3.4 as I haven’t been able to use the newest version, this was due to my pc not having a media player update, so I bit the bullet and fixed the issue, I should have done it sooner.
Honestly, it looks better on the newer version of Marmoset.
A bit of texturing and sorting out, I got about here. One of the heads low poly mesh needs to be done as it has moved slightly and when projecting detail.
Currently, the project has gotten to about here, the skin colour change was an accident, I was playing around with colour, contrast and tone settings, got a happy accident and I am happy with it, going to play around with it more.
I got a couple of bakes left to do, as mentioned, I have to redo the Devil white mask again, as somehow the mask was slightly rotated on its axis and makes a mess when baking the textures onto it, that needs to be fixed. The other thing I need to do is bake the kimono cord and that should be it and then, then it is fully on to texturing mode and do the rest of it in substance painter.
Hello all, another birthday card illustration, this time for my brother. He’s a fan of the Fist of the North Star /Hokuto No Ken anime mange movie. Based on the 1986 Anime Movie which my brother is a big fan of.
I decided to illustrate Jagi from the Manga, made a couple of sketches, I wanted to do a pose like this and get the over the top steroid induced muscled Jagi.
After a couple of attempts, I was having trouble illustrating it. The problem was, it was not working for me, perhaps it was the awkward pose, the hands, I had to drop it and I decided to go with a different approach and time was short, I had to get the illustration done in a few days, also, I could only do the work in the evenings as I had other work to do in the daytime.
After a couple of evenings of work and I got here, closer shot to the head to see the spikes and the scars on this chest. There were a couple of areas that I wanted to make a further couple of changes to.
I made changes to the aura glow, I prefer the pink glow over the blue and replaced Fist of the North Star text with the Japanese version.
If I had more time, I would have recreated the Hokuto no Ken text as crumbling rocks/bricks. Would have loved to draw more of Jagi and had some more time with this illustration, perhaps next time, however, after all that, I actually like it.
Anyways, tata for now.