Wednesday, May 28, 2014

assets

New stuff
Just some assets an paintings I have been waiting to make for the past while




Wednesday, April 23, 2014

jackal knight

Hi
after a long hiatus, im back. (do check my webstite for more work) nicholaskirlis.weebly.com.
Ive been continuing my work for sfbay studios and I have a bunch to show for it. Ive been using a different theory in my work recently, i try to keep the model in zbrush as long as I can, I love the sculpting however i hate the vert painting, ill try to stay away from mudbox (i love it for texturing) at least for now, add more details  finish up the hd sculpt  currently 24 million polys 15 subtools

Friday, January 24, 2014

medieval

Heres a small collage of the medieval assets I have come up with over the last few years
Heavy Odin




Odin Light (battle Lord)

Diadiem  Sword

Quick update

A quick update
Hi here's a close-up of the lady's face and her new uv layout Blank parts have her mouth, hands and feet. Her prosthesis is much more developed and detailed now. All progress is done in mudbox.
Ill be adding new piercings and some "cerebral cords" from her back to the empty plugs in her head.

Wednesday, January 22, 2014

The lady is back!

Hey everyone its been ages!
Due to the holidays and moving I have been very busy. But I have been working throughout the month to complete the lady Z model I have been intermittently working on. (this mesh has the head, hands,harness and codpiece hidden)
 
I redesigned parts of her armor namely the back and the armor plates on the sides
I might thicken the plate on her butt it seems too thin to be functional.
This model will be very reliant on how crazy bump will bake out the normal, I have painted a lot of spec on the armor it should coincide with her diffuse (via mudbox). Painting spec in mudbox is really fun and easy. Combining  spec  painting with a stamp will produce great results with minimal effort. With sci-fi spec maps with geometric designs are very effective such as hexagonal patterns and kevelar patterns.
 
 
(I claim no ownership over this texture all rights belong to the original author)
I haven't touched her face or hands yet, (they were messed up when imported into mudbox). But after some critique she seemed a little androgynous, a very effective way to combat this is to push some of her femininity via makeup  and accessorizing. (a lot of artists would exaggerate her curves and increase her bust size) In some respects it doesn't make much sense, would a spy/ mercenary wear makeup- no, no she wouldn't. But  its ok to push reality (depending on the project). for some reference I have been looking into the work of Luis Royo's , it is amazing (most work not work safe). And the technical art of metal gear Metal Gear.

Monday, December 16, 2013

Arm of the Lady

Hi, heres a update on the lady
Yay the arm is much better and the metal plates overlap into her torso.
She now has eye lashes and mouth geo

Saturday, December 14, 2013

Week 11: The Facts

Heres a script that changes the grid to udk scale it just for ease further down the road ill build a ui for it and make it all pretty but as of now there is simply just no need for it. Further down the road ill make more special features but this script is useful enough. The notes are there so you can customize the sub divs and whatnot.
So feel free to use or distribute , non shall stop you do as you please!



import maya.cmds as cmds
cmds.text(l = "Grid spacing of Kirlis")
#To toggle the grid display of the grid (in all views):
currState = cmds.grid( toggle=True, q=True )
cmds.grid( toggle=(currState == 0) )

# To change the grid spacing and subdivisions:
cmds.grid( spacing=256, d=16 )
# To set the defaults for inches
cmds.grid( default=True, spacing='1in', size='1ft', divisions=4 )
# To change the size of the grid to 5000x5000, extending 10 units
# in each direction:
cmds.grid( spacing=5000 )



Here is lady Z's texture atlas
 
She is a vast improvement over her predecessor in terms of design and execution. She has even saved polycount currently she under 14k .(check my earlier posts for her pervious iteration)
What Worked
She was basically a texture test to myself creating a outfit design based solely on hand painted textures, no real photos.
The pillow emboss tool in Photoshop is a great tool , easy for painting hard surface objects.
The character design I am proud of, combining many of my favorites genres and styles
The face is simple yet effective
She stayed true to my original concept art
Her life support module (back was very fun to make) the painted spec really made it pop visually while keeping her back visually appealing
Her holster and harness make great contrast with the rest of her outfit
the fixed seams on the designs
I was pleased with the hair (it was a fun mudbox/ photoshop exercise)
 
What didn't Work
A lot of detail was lost in the normal bake
she isn't game ready ( no mouth geo)......yet
some textures not given enough love (circular parts on the back)pillow and emboss will help 
 possible asymmetry on her back, perhaps a result of splicing a reflected copy(will use old mesh if necessary
her arm; In mubox; the shaders really help with contrast and creating shadows,  but unfortunately never rely on a shader , especially if it isn't in a game engine, it will definitely need another pass ie spec and greebels.
 
 
All of these problems stem from time management as I am a disgustingly busy person. I will address and fix these problem this weekend after work (its personal now). As I will continue to update this blog and continue my work and rig Lady Z and Cherno in the upcoming weeks.
See you soon,
Nick