Characters waiting to be finished

A quick stop for me.  Two characters that I have waiting for my return to them, kind of haunting me, as they really do need to be finished.   I started these ages ago and I want to go back and rework a few areas on the characters. I am happy with them as a whole, however, some parts need to be revised, updated and fixed.

Sometime this month and after I’ve finished with the portfolio website and the alien character,  I am going to get back onto these chaps, resculpt some bits as I mentioned, then poly paint and retopologise it. After the baking, I am going to drop the models into Substance Painter.

Anyways tata for me.

Late Night Diner Character Modelling Part 15 – And Environment modelling

Hello all, the next batch of updates and speeding a long with progress.

27th July 2017

Right back into work, started to with the retopology work for the low poly version of the character, started on the shirt, it took a little time and a couple of restarts on it.

Here is the finished retopology of the low poly model, as his arms, eyes, eyebrow and shoes the same texture, I only did one side. There was a problem with the high poly version of the eye, it was misshaped and just looked bad, had to be put back into a sphere shape. Projected the detail on to new mesh, firstly had to reshape and push the high poly version faces to match the new low poly sphere to minimise distortion.

The next step was to unwrap and lay it out the UV, this time I made sure that I did the eyeball larger, as the previous ones have been smaller. I think I could do better with the spacing and I will need to invest in a UV packer for better results and help me to speed up my pipeline. Something for the future when retopologising a mesh, I’m going to make sure that it is cleaner and better.

After that, there was a small process of test bakes on the shirt and trousers, as last time, I had a couple of problems. However, this time, had a better result.

After a little baking with the textures, the first pass of character is done, going to need to do some touch ups with the trousers and additionally, I need to sort out the belt loops.

A little more tweaking, the head on the right was the first model done and I had forgotten to duplicate the eyebrow. 😃 below the collar region looked rough as there was a seam, that had to be moved, which is better. I’m going to need to add a couple of creases to the mesh around the collar.

I still got some more to play with, I need to work further on the textures, I am going to use Quixel to progress. I need to work on the skin, it’s not shiny enough and clothing, needs some surface noise and sort out the ambient occlusion, as the character just looks a little flat.

29th July 2017

Hello, I have finished the zombie for now., I was hoping to have this finished by a day earlier, however, I had a scare and complications, for now, I am cool.

Here is a turntable of the zombie.

Applied some noise of fabric little to his normal map for his trousers and shirt, for his head I added some skin detail.

Not the same pic as before, textures are slightly different. Just tweaked the roughness and gloss map.

I like this display of the character, reminds me of hear no evil see no evil, but just looking silly. First shot of the zombie in the Diner

A few thoughts for next time, I’m going to take a different approach to shirts with collars, this time I am going to low poly model the shirt with collar, project detail onto that and rework detail. Some bits have not worked very well, the mesh loops are not the greatest and would like to follow the contours of the fabric folds better. On the next mesh would need to refine them on the next model, like extra loops for support with baking. Not be scared to re-layout the UV map for a character, try to minimise the normal map mismatched edges, I think that is everyone’s bane, I would like to find a solution for that.For now, the Zombie is done, will go back and polish him, my next step is to give the alien another pass, as he was the first character that was topologized and textured I really want to improve him further, some parts are a little rough and plain. I need to jazz up the suit and fix areas.

Back to work , Tata for now.

Late Night Diner – Character Modelling Part 14 and Environment modelling

Holiday done, had a much needed time off from the portfolio work and it was nice to go North, suffice to say, I forgot how to do artwork. screenshot003.jpg

13th July 2017

Got back to work and it has been retopology and UV unwrapping of vampire body. It was a struggle to get into the rhythm of work for a couple of days, holiday really takes you out. The last couple of days it was re-topologizing the jacket and trousers as the previous low topology was not great.

The Image below is the low topology mesh ready for baking. Topologize the hand was a pain, I think I redid it three times and I still I think I messed ups somewhere, but, when I come for the next hand, I will do it better.

Over a couple of days I got into the swing of things, thankfully,  after the low poly mesh was created, the mesh was Unwrapped and laid out with HeadusUV layout, then baked the textures in xNormals. The first bake was done, actually not bad, nothing horrendous, just needs to work to sort out.

The head looks good, bits are missing, as I had to mirror and duplicate it. You can see the textures bleed especially around the collar.

On closer inspection on the eyeballs, sometimes when meshes are not spaced out enough for baking textures, you get contamination from other textures and models, the eye supposed to be black, but the head texture bled onto it, I do like it.


Close up of one eye, looks like a weird character, I like that. It’s so weird.

The rest of the day was to re-bake some of the texture and clean them up. The zipper and zip pull where baked from 3d models on the texture maps and reducing the poly count further. I think I am going to add the 3d model of a Zip Pull on the next pass. Here is the vampire low poly mesh.

The head shot looks like a cover to a band’s difficult second album. This head is not the same baked one, this is the second version, I had to start this one from scratch, this one shares the texture map with the rest of the body, unlike the previous head model which used one.

I am pretty chuffed how it’s turned out. I still have further work to do on it. My next step is to sort out the texture map with Ambient Occlusion bake. Add more texture detail, I want to add some more to the jacket, more like a Biker club member. My next step was to drop the character into Diner environment to see how he fits in and I dig it.

Once the Diner is populated, I think it’s going to look really good…. I think it would be good that the characters are posed in the final piece.

This shot I like a lot and will be a shared for screenshot Saturday

A bit of leg fixing today, I the legs from the front are still bothering me.

For now, it will be OK, going to refine textures and going to add some biker detail, it really needs it.

17th July 2017

A little bit of artwork today, started to work on the Decals for the jacket.

18th July 2017


More work on the patched for the jacket and stick sort of close to Biker Jackets, but not to be the same as them, just changed them. A bit of research of Biker club patches, that is a rabbit hole, there is so many to choose and use from, I honestly got carried away.

I just wanted to make vampire related patches and have fun, Here is the jacket with the patches, the jacket is looking a little more interesting.

Almost got the character wrapped up and happy about that, also,there is a noticeable seam on the Jeans, hmph, I really wish I that seam did not appear, I’ll try to fix that, I don’t know I do not know how that happened, I need to investigate and if I can fix it, I will. Need to make the jacket a little bit shiny. little dirtier and his jacket a little worn, I may need to jump into Substance Painter to do that bit of work or maybe Quixel. Additionally, I may do patches for the Alien space suit, it does need it, as it looks a little plain.

19th July 2017

More tweaking, today, I humped onto Substance Painter and I need to do a refresher course on that, the menu has changed a bit and I need a day to get back into it. I decided to use Quixel suite, I like it as the more I use it, it is a good program and I’ll keep playing around with it more.

This image was rendered in Quixel.

This was rendered in Marmoset, the view is slightly different as the cameras FOV was set up differently, however, the characters looking good.

I have to do the Zombie next and do him quick, it feels like I’m taking too long, let’s see with a bit of focus, I’m going to sort out the topology, unwrap, layout UV and bake. I may bake the head textures and get Zombie prepped for Saturday.

20th July 2017

Zombie time, had to make a start on the first character that was sculpted and is my favourite one out of the bunch.  Had to fix some areas of the mesh topology, I found a couple of triangles and had to to get them fixed.

Once the head was unwrapped, the UV layout tool crashed, I think I made that crash, somehow.. however, a second time around, I was quicker at the unwrapping and laying it out. Skin texture was baked onto the Low poly model version model for testing,  had a couple of areas have some artifacting of texture getting messed up.

Next step is to jump back into baking the head texture and have it side by side with the vampire. Then sort out the rest of mesh fully unwrap and bake. Have something ready for screenshot Saturday.

22nd July 2017

Got back to the head and further testing on the character, had a few bits artifacting, like on the lower part of the neck that looks like a birthmark.

Fixed and cleaned up the artifacting around the head, so far so good, the teeth look and this version I have spotted, janky eyes, it’s a technical term that refers to me making a mistake… which I need to rectify, the eyeball is oddly shaped, I need to sort it out to a sphere, it’s all wobbly.

Going from High poly sculpt to low-poly model, I am happy with the results, I think I’ve done well. There is something I have to remember that when I am baking the character to lower polygons and put into different engines, I have to remember that.

Brought the low-poly version of the shirt, looking ok, a little washed out due to the lighting. I will need to re-mesh the shirt properly and rebake the texture that is work for the next day. I really like this character.

Here is the final head texture bake turntable, for now, all in all, some good progress.

I’ve finally this time done the teeth, created a low poly mesh. I want to make a set of lowpoly teeth even lower with the poly count.

Additionally, had an odd morning with the mesh and program, I thought the mesh got corrupted and lost which turned out it didn’t, even the backup was not working, thankfully, I am glad I didn’t lose progress of the unwrapped UV. Then the program’s lighting was messed up, no matter what I did, I could not get it to reset, tried to find a solution, in the end, I exported the model out and imported it into a reset document and continued to work.

Next step is to bake all the textures for the character’s body after when the retopology has been and finish it as soon as possible. After that, do another pass with the Vampire and the alien especially, as good as it looks, the alien looks a little rougher compared to the other two. I can almost see the ending to the project.

Over the next couple of days, this character should be finished. 🙂

By the end of the month, I wish to have all the characters done and the zombie needs to have the UV unwrapped,  bake test and then do a final bake, with a push I should have the zombie character finished and would like to post the finished Zombie as soon as possible.

Late Night Diner Environment modelling Part 13 – And Character Modelling

Hello, all, more rambling and what not. 🙂 I am slowly and surely getting almost done with the project and I hope I have not cursed myself. It has been a long project with a learning curve, teaching myself stuff and with trials errors. I still have a way to go, however, seeing the characters in 3d in the Diner environment really is making me happy and look forward to it being shared when fully finished.

24th  June 201

Here is the Alien, a real time render turntable of the Alien, still have a couple of janky bits. However, more importantly, I like it. Added more colour to the suit. From the baking I did of the textures I would never do again that process again, I baked a lot of assets too close together which led to indirect transfers and cleaning was needed. Also, I need to add a bit more support loops to edges to low poly meshes,  as when baked got bad transfers.


I would like to add some decal to the suit.
I couldn’t resist doing another shot in the diner with an update version of alien.
I really would like to do a few poses.
Started on the Vampire head, unwrapped the 3d model in Headus UVlayout, then used XNormals to bake the texture maps,  a few problem did occur with bad transfers, I will need to work a solution out, however, for now, it was easier to clean it up and small detail in Photoshop.
On the left is the bake with artefacts on his ears and chin, on the right, it’s cleaned up.  Some of the baked e darker areas for the eye sockets, nostrils and lips didn’t have a proper transfer of the darker colour. Those need to be fixed.
vampire head_vcols fixing.jpg
Flattening the head really does look weird, it’s not the best-unwrapped head, it works. I had problems with the model being unwrapped, the mesh was overlapping itself in the UV, some funky stuff was happening.
After it was unwrapped and textured baked, I dropped the low poly model into Marmoset Viewer and applied the texture, so far so good.  I have a wavy bit at the edge of the red shirt, I would like it to be straight, I will fix in photoshop and find a better solution for the future.
The mesh itself is a nice low poly, looking at it, it may need a loop or two added around the face, there is a wide bit of the mesh.
I’m  happy with the overall progress, although I spent a bit too much time on the chest machine, wish I never did that, I was trying to make amendments to it and improve it.  I added orange on the white parts to break it up and the chest machine still needs work.
I am going to have to redo the eyeball mesh as the low poly mesh is not really that great and the shape of it is a little odd.
The other things I am thinking about redoing are the teeth and gums, the polycount is about 1,500 and way too high for a mobile and tablet game.
26th June 2017
Hair and eyebrows day today. A short day as it was Eid and had to wait for visitors.
In the time I had re-did the mesh of the low poly version of the hair, I was not happy with the original polycount and wonkiness, so redid a new low poly mesh.
There is a bit I need to fix on the hair as there is stretching in an area of the texture, I may need to re-flatten the mesh and bake the texture, it shouldn’t take that long, it’s about a five to ten minutes of work.
Added an emissive texture map for the eyes.  One more thing to do with the model is to sort out teeth and reduce polycount for that.  On the next project, I’m going to do proper hair, like hair strands.
26th June 2017 
With the short time I had between Eid and packing for a short holiday, I fixed the hair and removed the stretching in the mesh, added an extra loop and flattened the low poly mesh.
Vampire head hair fix.jpg
Much happy with the look of low poly count head, it’s coming together nicely. 🙂
Here is turntable video.
I am taking a much needed small break and I cannot ignore, I have to go to my friends birthday party…. wait that’s not it, I mean, Wedding, I am doing a small tour up North to Scotland, will be drawing and doodling and will be back in working on to finish the project.
tata for now.

Late Night Diner Environment modelling Part 12 – And Character Modelling

Hello, all, more ramblings, highs and lows of progress and happily, it is getting there, just had a learning curve with a few things and getting more confident. 

11th June 2017
More work on the alien,  little progress here and there of the character,  I need to rework the blue on the suit,  as the legs look patchy and some rework is needed.
I’m happy with it, going to be refining the characters textures, may create alphas for additional details. The back of the backpack is a little Nod to The Martian, a good book and film.
I’ve just realised that the back view of the character the helmet is not transparent.
If I can get the texturing finished, I can also retopologize the model and sort out the UV’s for it ASAP.
Then for fun, I decided to put the trio together, will get more characters together on the banner.
I’m really happy how these characters look and how well they work together. I’m going to keep working on them.
Today was more painting and used Alpha maps, added small details to the alien’s suit, which really does help. I think I am almost finished the character, I have a few fixes left to be done to characters vents. Refined the space suit and does not look as patchy as before.
Another perspective shot of the character, I like the backpack,  Alpha map details help a lot, the painting I think is done, still got a couple things left to do.
Decided to do a top down view and I’ve just noticed one of the corners of the backpack is curved, dammit, I will have to fix that, I have no idea how I missed that.
It has been a good amount of progression today with the character, I honestly cannot wait to get
them into the Diner environment and have up online, it shall be soon. My next step is to apologise the entire model, that is going to be my plan for my next day of work.
Mainly the body, arms, head and hair.
12th June 2017
A day of retopology, figured out why sometimes projection doesn’t work on the new mesh, I think nearly all of the retopology work will be finished tomorrow.
Heads can be tough with where the loops go and once figured it out, it’s pretty easy. However, doing a cyclops is tricky, the character does not have a nose bridge, challenge accepted.
Started retopologising the tentacles, that is going to take some time, yeah, there is a bit of detail on the suckers that need to be done.
Then I’m going to sort out the UV’S for alien all the other characters. I’m going to redo the low topology work for the characters, they need it and I have figured out a solution for why the mesh was not being projected onto, hopefully, it works for all of them.
14th June 2017 

A day of fixing and retopology, from all aspects of the character.

Tentacle low poly retopology.
High Poly Render before things get weird when baking.

15th June 2017


After a few days or retopology on multiple models, unwrapping, looking at tutorials on how to do some things. I was able to export the alien texture without any real major problems. Then today was unwrapping and sorting out the seams for the characters done in for now in Headus UV.
A bit of a milestone today for me, I was able to export low poly mesh and baked textures, what you see is a real game ready mesh, long time coming. Getting head in with the texture applied with hardly any issues was a big step.
Then added the rest of the parts for the head, hair is a little wavy.
Played more with the texture maps, spec, gloss, bringing the character to life, added subsurface scattering to give some warmth to the skin, it’s looking better with each step, now, it does not, look as dull as before.
A couple of caveats I got to sort out the funky ear problem,  I am going to try and sort out.
My next step is put all the textures onto one texture map for the character as currently they are all separate maps and that is not good for games. I will need to look up to resolve this issue.
In the future I am going to do two version of texture maps, one is a lower poly version with a one texture map. Do another with textures separated for head and body and a higher poly and higher texture budget.
I’m going to put the model with all its parts into Marmoset and see what problems that occur and find fixes for them to resolve. One thing that has occurred to me is that all the sub tools of the character are separate layers and separate textures, I have to figure how to put them all together, I’m sure I’ll get that figure out.
19th June 2017
Last week I experimented with unwrapping the head of the character and practising baking maps. Getting used to the pipeline relatively easy actually.
So this is how Zbrush automatically unwraps the UV,  it looks messy and seams are cut in the wrong places and things don’t make sense, I will have to manually have to relay them out. There is no priority for certain meshes.
If I can get the UV sorted out and working I will get the rest of the textures baked.
UV’s redone in Headus Uv Layout tool. I like that program, it’s quick and simple to use.
Also, there was Vertex colour on the low poly still.

21st June 2017
After a couple of days head of work and frustration, a few crashes, I was trying to bake the high detail to the game friend low poly mesh,  I was able to project the high poly detail on to the Low poly texture maps.
The next process was to get the character uploaded to a Sketchfab, do some testing and get used to Sketchfab.
Here is the turntable of the character almost done got a few things to fix, a couple of things, I really need to fix the backpack and the chest machine, the low poly mesh is a wrong shape to the high poly version and would need to adjusted, no bother, I will get it sorted. I’ve hit a small milestone personally, I thought I would not get here, however, it was done.
Decided to drop the alien in a familiar environment of the Diner to see how it fits. Liking how it looks,  look forward to getting more characters in there. 😃
Pretty chuffed how the character looks and fits with the environment
A few more shots, I got a little carried away with the screen shots.
The texture needs a little more refinement to it, some bits need tidying and tweaking, I may brighten the green of the character.
I need to reduce the polycount as it is still too high and some areas are too dense and hidden which is a waste, one area that is dense is of the teeth and gums.
However, I am overall satisfied with how it looks. I may add some decals to the suit and perhaps an emissive map to parts of the suit and that will come soon.
That was some learning experience and finally I know how to transfer detail with no crashing and bake those texture maps, I have some work ahead of me to get the other characters finished and uploaded to Sketchfab, then dropped into the Diner scene. I Environment, I look forward to doing the other characters as now I know the process and hopefully get them done quicker.
It has been a frustrating couple of days of success and failures, yeah, the grumpy face was activated. I didn’t give up as from those failures, I learned a few things and have been successful getting it done, phew.
I look forward to the next set of characters I eventually get to do, however more immediate is the rest of the cast appearing in the scene.

Late Night Diner Environment modelling Part 11 – And Character Modelling

Hello all, I presume you were not expecting an update this quick, After last nights blog post I started to paint the character and decided to share a quick update with a mini post today.

9th June 2017

I started on the first pass paint over to see how the alien looks, overall I do like it.

Pulled some expressions for fun. Happy how the alien is looking.
 Made a second pass on to the head texture and still a bit more to do. The lighting is off, still have not got the hang of it, really got to figure that out.
10th June 2017 
Today painted the head and started on the body, I want to spend a day or two painting the character. Also was able to have a painted image ready for Screenshot Saturday on Twitter.
Worked further on painting the base of the character, once the base colours are done, will make sure that I will stick close to the alien concept art I did.
I have gotten into the perspective shot too and I will do more in the future.
I don’t like those knee pads, they are too small and looked odd, I’ll probably fix them or do new variations.
Pulled more expressions, the character reminds me of Blofeld from James Bond Diamonds are forever.
Going to work further on the characters eye, not a hundred percent happy with it, I will give it another go. All in all, it has been a good start with the character. I cannot wait to get all the characters into the environment and finally into my portfolio.
 Made some expressions for the vampire, I had to do it, it’s fun. 🙂
Tata for now, I should be back with another post soon….. I think.

Late Night Diner Environment modelling Part 10 – And Character Modelling

Hello, next batch of updates and my ramblings, enjoy.

8th May 2017

Made a start on the Vampire head, when starting a new sculpt it’s a little exciting and daunting. Exciting as it is new and where will this develop. Daunting because you’re starting from scratch and wondering will it work.

The heads started from the base of Zombie, don’t worry, I’ve double checked, the Zombie is backed up and this is a newly named file.



 The progress of the head, going from weird looking less wired, repainted the eyes as I wanted to remove the zombie eye colour. I did get a little distracted with painting, I should have just stuck to sculpting the head.

I’ve given the head sculpt some hard angles, now,  in my mind, I think of aerodynamics and streamlined for hunting, I think of him as a shark. I know he looks nothing like a shark, but, in the back of mind, he looks streamlined to move fast.

The first pass of the head for the Vampire.

Done his mouth a little wide, so when he opens it, it is a pretty wide mouth with a lot of teeth, you don’t want to see his teeth when he is angry.

18th May 2017 

Today was to start on the biker jacket, dear lord, it looks rough. It looks like someone who doesn’t know how to sculpt took over today, I had to take back control and work on the head.  Blocked out the shape of the jacket for the next step



Then refined the jacket further, followed by creating the collar and refining it.


 At the moment the jacket does not sit right with me, it looks awkward,  I

I’m going to check with reference images The collar is not that great looking either, maybe it’s not finished yet. however, I have to remember, I’ve just started on it and need work to refine it.

Teeth time, well a little time was spent on the teeth, I reused the Zombie’s teeth and modified them into sharper ones.

Today,  was not a successful day with the sculpting. However, I will not let me put me down, actually, I had found it funny,  I was wondering where did my sculpting abilities go in the afternoon. Ah well, I shall jump back on to the work train after my day off and make sure that jacket looks like a jacket.

21st May 2017 

From the other day of dodgy day of sculpting, today, with determination I focused on that jacket, I wanted to get it looking better and close to being better. Phew! is all I can say, with hard work and referring to reference images, the jacket started to look like a leather jacket.


 A turntable of the character without any colour, so far so good, my art skills have returned, thankfully. The jacket looks better, so much better.


My next step is to work on the hands and the shoes.

Looks like a dinner jacket, I just filled it with base colour to look how it looked,

Going to need to add a zip and buttons to the jacket.


 Head Turn Table video

Head turntable, colour wise it is just a base with no more work to it, the lighting and shading are from the rendering, I like how the character has formed, I like how it has progressed and with the hair sculpting looking good.

Happier today with what I have done with the character sculpt.
My next steps are to sculpt the fingers of the vampire, then work on the boots to make them look like bike boots, refined detail on the jacket, retopologised the head and the rest of the character.

 22nd May 2017

Today, made start on the hands, shaped the nails and gave the first pass on painting the texturing.


Sculpted the jacket to a better result, those shoes really do annoy me.

Then painted the jacket texture, and trousers,  from the front they legs started to bug me, their shape looked odd.


 Did more work on the head, it does need more work on it as the cheek colour is too sharp and will do another pass to soften those dark areas.

Going to give another pass to refine the hair sculpt.


24th May 2017 

Retopo day on the face of the character, to some it may be tedious, to me, it is cathartic when It works.

The head topology was done, I got a few triangles around the back of the ear, as long I had none on the main face, I can leave with that.

Dammit, I had to repaint the head, I made an error. When I created the mouth cavity for the mouth interior,  it got rid of the texture I had painted on the head, I am never doing that mistake in a hurry.

It could be a blessing in disguise, as this version looks better than the previous version.

Worked on the legs, a little better, it still bugs me that it looks wrong.

 24th May 2017

What a day, ok, so I hit my first corrupted files. Somewhere in the progression of the head, when I saved, I had hidden mesh that the software did not like and a few iterative saves lost to this issue. I had to go back to a previous save that was not messed up and redo some work. I had to do the ear topology twice and then gave up for the third time when this issue was really annoying me.

Dynamesh sculpt projected onto the new mesh that I created with a better topology.

Far left is the low poly mesh and on the far right is the high poly mesh.

The low poly head mesh, the UV has not been sorted yet, once that is done, I can have nice high detail on the texture maps applied onto the low poly mesh.


The turntable of the character tweaked the jacket and still need to add the decal on on the back of the jacket. Played around with the boots, I think they are better formed.

A little bit of messing around with the eye texture and rendered a shot out. Actually, I prefer the eyes like this.  Going to give the eyes and head the second pass.


Keep smiling chap.

25th May 2017 


Today was sculpting hair day, making a clean sculpt and repainting it.  Made a little more effort with the hair, and with the front and side view of the head, it looks good.

May need to adjust bits of the hair, it doesn’t stick out far enough.

Worked on the skin texture further and refined it this time, instead of restarting from scratch when it was first lost.  Feeling a little bit more confident with the brushes added some details to face, skin blemishes, veins around the side of the head and discolouration, made the eye sockets a little darker. My next step is to do the eyebrows, retopologize the arms and jacket.

29th May 2017 

Had a few days off to take time away from work. Mainly it was a bit of frustration some of the details were not transferring onto the new lower  model I made It would not transfer, something was not working and I could not figure it out, trouble shooted for almost couple of days and come up with nothing, I will still look for a solution and when I find the solution, I will reproject the detail.

Fixed a few of the mesh today and reduced my base mesh polycount,  my poly count for the base mesh went from 12,000 to 7,500. It is still too high. I really got to cut that down to 5000 or below. I still have mesh hidden that needs to be cleaned up.

I reckon I can get that down to 5000 and maybe below.

Some trousers topology needs to be sorted out in some of the areas, I am not really concerned with the legs and back as they will not be seen as much as the front upper body and I will make sure those areas have a slightly higher poly count.

Headshot again and this time you can see the topology, some bits of the hair need cleaning up, I shall leave that for now.

I also corrected the side bits of the hair with more volume, in the previous post the side bits of the hair was not sticking out as much.

I assure this is a slight tweak to the hair from the previous day version.

Almost done with the Vampire and turntable of the character.  Need to do some expressions like I did with Zombie.

To cheer myself up from not being productive as I have wanted to be. In the evening I started to sculpt the Alien head and a blob for hair.

Some fun with time lapse.


30th May 2017

A little bit of progress on the hair, happy with it. I am going to go back over the characters face a little more and then work out the topology for it. Cyclops are really difficult to do.


Blocked out the body, that is the easy part.  Looks like a diving suit.

Blocked it out further with. Then started to block out the bits for the space suit, technically only a bit of it, then, going to continue to do that tomorrow.

Some of today has been watching tutorials on a few of the tools to remind me how to use them.  I’m going to do a little hard edge modelling, I have not really done that in Zbrush, I’ve done all that in Maya and I want to know how to use the Zmodeller tool in Zbrush. The other is to create an Insert Multi Mesh (IMM) brush of tentacles from scratch, once I’ve done that I can save that and use to in other sculpts.

Focus for tomorrow is to work on the space suit sculpt and get that finished, the move on to hard edge modelling.

31st May 2017


Sometimes, you make a mistake with tools that you are trying to learn and you get things like this happens.


Ok, here we are with the alien. Work continues to block parts out. My only problem, well a few of them. The ztool/Z modeller is something to get used to, another couple of days and I will get on happier with it, not become an expert, just get on better with it.


The day was spent looking at helpful tutorials, at times I have needed to do something in Zbrush and did not use the right method, it ended up taking longer, then, while I worked I spotted a small solution on the video stream of an artist fixing that method I needed which made it quicker to do… , I shook my head, took note of it to  never forget and carry on with the knowledge….. Typically, I cannot remember what it was.

Worked on the space suit, it is shaping up and looking like an old diving suit. I’m happy I’ve got the form of character,  it’s the next few days that it will be shaped up. I will make sure that there will be no painting until the model is completed.


Extended the arms as they looked short and separated tentacles from the main body to make sculpting them easier on a separate layer.

The helmet does not match the shape of the illustration, urgh, can’t get it, will get it right.

“Shakes fists out of anger. Going to keep working on it until I get it right.” Hehe, that helmet looks so wrong.

There are some bits I need to work out how to do them, so a little research and development time is needed to figure out how to do it and do it properly.


1st June 2016 

A slow day, just trial and error of modelling,  I thought I would get somewhere with it. I think I overestimated as I did spend my time experiment with Zmodeler. It is beginning to make sense with how it works, it was a productive day, just not progressive.

I stuck to working on the suit for and the shoulder pads, as the shoulder looked flimsy and thin, I had to bulk it up.


This character has caused me more trouble than the other two, it has been a lot of trial and error, going back over things that didn’t work like the shoulder pads, not forgetting looking up videos and reading tutorials, this is down to having that bit of missing knowledge and I had to look up .

The helmet test, Looks like the alien is contemplating life while spinning around.

I wanted to see how the helmet looks like with transparent.  Snug or tight you decide, I think it’s snug.   I do have to go back over the character with another pass, as he needs teeth, he needs to look grumpier, he looks too calm and not worse for wear.


Yeah, he’s  still rotating and contemplating life as I am contemplating how to make this better.

Spent a bit trying to do a nice render of vampire face, I was practising with the renderer. I shouldn’t have done that, it was a moment of distraction.


Then, in the evening, goofed about with artwork, I had the image in my head. It has inspired me to work on.

2nd June 2018 

What a slow progress, however, I shall push forward with the work.

Look at the ten-yard stare. Made a second pass on the head,  Created the cavity for the mouth interior, then added teeth and gums. Thicken the lips of the head, going to keep working on the head, had to make space for a few of the teeth that poke out.


On the note of cavity, I had to rebuild the edges of the mouth, as the got wrecked when the cavity was created.

What has been going on with me these last few days, I think I am going through the valley of crap, the long way round,

Worked on the characters tentacle arm, dammit, stuck in this valley.

This week has been a mixed bag, on one hand, I finished another and started a new one. Then the progress has been slow, I will get out of the valley of crap.

I think I just need a day with the tool and not work on the character,  just experiment and focus on the tool instead trying to focus on both the model and tool , I know I can do the low poly 3d modelling in Maya quickly, but, I’m forcing myself to stick and learn the ztool/Z modeller and its quirks.

5th June 2017

Had a couple of days off with this, I needed it and I returned to work on the character.

Made a second pass tentacle and a better result. I used a premade tentacle IMM (Insert Multi Mesh) brush, I gave up on it and went back to the original one I worked on and this time spent a good bit of time on it, below is the image of the tentacle, there is a temptation to do a third iteration as I am getting there, but you know, I’m happy with it, I think I shall make small adjustments to tiny bits.

What a day, I am in deep in the valley of crap, first I thought it was a detour of a long way round, I think have gotten lost on the way.


I knew this one would be the toughest to do, however, it is the learning curve. I admit it, it can frustrating trying to get something done with it while learning.  I will keep working at it and have something by the end of the week,  it will look good, I will make out of the Valley.

6th June 2017

Made some headway with the character, worked on the backpack, not going to put too much detail as we are not going to see the back much. Those vents on the side were tough as it was a long lesson with Zmodeler, however, I have been able to get to grips with it.  Not one hundred percent or have mastered it, but, have a much better understanding than a few days ago and that will get better.


The side vents are not great and can be better, I may go back and give it another go and add more curves it.

I think I have progressed through the valley further, I am still in there somewhere, I’ve got a couple more bits to add, like the knee pads, redo the shoulder pads and some further detail needed on the chest.

Really got to do something about that collar and neck, as that part is not finished, I will get to that. The main body of the character is sitting at about 500,000 I’m going to take it above a million to add extra detail it and then when finished,  I will bake the detail down to the low poly model.

7th June 2017 

Transparency, I was checking the characters head in the bubble. I may increase the size of the helmet, as it is at the moment tighter than snug.

Worked in the eye socket a little more and gave it detail. Sorted out the eye, I had one already made, so I swapped it with the one I was using. It now looks closer to a finished monster.


Sorted out the collar, it was bothering me for a while on how to fix it.

I’ve realised something, I’ve missed the antenna on the side of his helmet. The original illustration had that and I shall get that back in.

So nearly done modelling the character.


Refined the suit further and added some linework, they are too fine to be picked up in the screen shot, I may do something else to suit, but, for now, I can’t think of one.

Next step is to sort out a few details, like the plates on the arm and knee pads.

Looking at the character, I’m happy how far I have come with. It looks good, can be better.  Close up of the head turntable of the character. Made some changes to the head. I’m not happy with the side profile of the character, it looks a little too flat for me.


It feels really odd, it feels like I didn’t progress much today,  however,  I have done a large amount of work on the character from his suit, to his head, shoes, knee pads.

There are times when I do a quick sketch review of the work, it helps sometimes to work things out that need to be fixed.


8th June 2017 

Ok,  the character is coming, fixed the bits on the head. Added bolts and screw alphas to the model surface, it helps a lot. I may be tempted to texture the head tomorrow, that is after, I have done the retopology of the head.

I want to get the alien finished and vampire together for Screenshot Saturday on Twitter. 

Another Orthographic view of the alien, you must love these. 😃 Added Alpha maps of little details and it does make a difference.

Currently, I  need to fix the sleeve they are a little messed up, they’ve been turned into blobs.


 Had to do a render with the transparent helmet. All in all, I am happy with what I have done. I got a couple of issues in areas of the model, one is the air vents, they’ve gone a little lumpy and hard edges became curved, so, I need to fix that, I don’t know what happened, going to try to figure that out.

I’ve actually forgotten to give this character a tongue, must do that tomorrow.  I got to do something about the shoulder pads, they don’t look great. Even though I’ve done all the hair for all the characters and I like them, there is a temptation to go back and redo the hair on all the characters to make them simpler, in hindsight, I think they may be too detailed. but, for now, I shall leave them, otherwise, I will be in a perpetual circle of fixing and changing that with never finishing.

 I think I can see the way out of the Valley of crap, finally.

9th June 2017


Angry looking expression of alien.


 Just played around with alien face and looking angry is good…. It works.

A little slow day of having the main electric cables being replaced, so no power some of the day and when got power, I updated the blog, I was hoping to get the alien painted today, however, I will get that done for tomorrow.