tag:blogger.com,1999:blog-12661975281008102782024-02-24T00:39:10.501-08:00Mark Stamp - Digital DesignDedicated to the drawings, animations, sketches, crafts and sequences made in my design careerSpacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.comBlogger652125tag:blogger.com,1999:blog-1266197528100810278.post-23774051572649678842019-05-19T15:40:00.003-07:002019-05-19T15:40:51.406-07:00Four Redux - Biolab Walls Redesign Progress<div class="separator" style="clear: both; text-align: center;">
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Coming back to my old work and upgrading it has so far been an enjoyable exercise in design techniques. Transforms, textures, warpings and UVs, all sorts of tricks have been used to give a serious touch-up on what I have previously built.</div>
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The most engaging stage so far has been trying to keep the look authentic while also making a distinct style. The laboratory run by Smithston-Wessex, the megacorp funding an expedition to a far-off planet, is clean, slick, but this hides the more insidious nature of their work. While it might be a little safe to design a sterile look for one of my major forays into environment modelling, the uncomplicated nature allows me to focus on clean design. Which, with that mastered, can be a springboard for more daring aesthetics.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizUHepO3BDgOUVq_rP-wGJLSfvvFqTGCqKxt0jotK5pL6FpPMYFcY5J02JvjjwEyE7-nbPuHKRo0fhQXoHtEJGGPxYmAlM9BLh1Cd5AGI_4d7yhZSto1zDwQ9DXWOJQC5c5lwDNblJYGM/s1600/Lab_Components_Textured_.0004.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="1600" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizUHepO3BDgOUVq_rP-wGJLSfvvFqTGCqKxt0jotK5pL6FpPMYFcY5J02JvjjwEyE7-nbPuHKRo0fhQXoHtEJGGPxYmAlM9BLh1Cd5AGI_4d7yhZSto1zDwQ9DXWOJQC5c5lwDNblJYGM/s640/Lab_Components_Textured_.0004.jpg" width="640" /></a></div>
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I have brought the environment forward in time a little. Looking back on my references, I was always inspired by the styles of the late 1960s and mid 1970s. Too contemporary for the original Star Trek, a lot more in line with <i>Space 1999</i> and <i>2001: A Space Odyssey</i>. </div>
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The new design however might have creeping elements of <i>Star Trek: The Next Generation,</i> which developed its style in part from the visual re-imagining given to the original Star Trek series for its films. What I mainly took from this series was maybe the cleaner, rounded styles (which was popular in the Sixties) but definitely the large bands of fluorescent lighting. Along the ceiling and stretching from bottom to top, this design choice is really good for giving an illuminated feel to a room. A little impractical if you're actually within the room as it basically has you staring into a fluorescent light wherever you look, but definitely a feature emblematic of the era's science fiction film and television.</div>
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I did not want to go overboard with the creep towards the 80s. Although it is going to be interesting to combine this with the Ridley Scott-esque corridors of the base since I made a few subtle changes to the shape of the doorways and window openings. Not that I'm too worried, I considered redesigning the doors anyway.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-O3wec3OaPs13fvy3v6cMJrlA0EQidHeAcLu48KFNb9SWv92wYs_dmoaOuwZXmhvRM4TKOsgn7Axw9SX9ZfxmxDY-Ap1E5h3L5cQFIWXju9STvAOzKj7zIo69BhrxFtCDvbjkhjc4ldc/s1600/Lab_Components_Textured_.0003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="1600" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-O3wec3OaPs13fvy3v6cMJrlA0EQidHeAcLu48KFNb9SWv92wYs_dmoaOuwZXmhvRM4TKOsgn7Axw9SX9ZfxmxDY-Ap1E5h3L5cQFIWXju9STvAOzKj7zIo69BhrxFtCDvbjkhjc4ldc/s640/Lab_Components_Textured_.0003.jpg" width="640" /></a></div>
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True to form, I'm not done yet with this style - apart from the obvious bits like the need for a ceiling and a floor, I want to remake the doors to the isolation chambers (as well as the isolation chambers themselves) in that tapered peak threshold but in a way that is far more in line with the aesthetic I am going for. What I have in mind is to adapt the panelling already used for the door and window to fit the door to the isolation unit, which might need more bulk as it is supposed to be more heavy-duty than your typical base door.</div>
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Could be adapting what I have, could be I design new geometry for it. But it will be enjoyable.</div>
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For now I have decided to focus on the biolab itself. In a sense, it is my "hero" environment, where most of the project takes place. The corridor, which in previous efforts was designed as if it were a focus, will come later as it can be attached to the windows looking out into the rest of the base.</div>
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Mock environments, locked doors and reflected, polarised or shuttered windows could be used to make the base appear much larger than it really is.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMmIzNv9VDZDqLJVPoTISP6H2WP365OwqPVAQ32r-0EFuRMOnN-dJRtHQ3D-B2rHL_luA33t7mk2E_JYj179A1hKQR05dE6RqmMHwiyIJBkj0XhDIRRxj5RewHIYfA5tgSnJZ-jtG37I0/s1600/Lab_Components_Textured_.0005.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="1600" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMmIzNv9VDZDqLJVPoTISP6H2WP365OwqPVAQ32r-0EFuRMOnN-dJRtHQ3D-B2rHL_luA33t7mk2E_JYj179A1hKQR05dE6RqmMHwiyIJBkj0XhDIRRxj5RewHIYfA5tgSnJZ-jtG37I0/s640/Lab_Components_Textured_.0005.jpg" width="640" /></a></div>
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And just as a demonstration of the difference, here is the biolab design in the first attempt, with a few props, a door and a window to give an idea just how much of an overhaul this has been. To say it has been significant however I believe is an enormous understatement.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCtQ1t5yrCo4LwON_GMRxfWjMganCN1jYGFznfeNP2mdDJIk4t3vmGx28tD09OR7OIoQWyQ2QRqNM93-4-NJQfPqbHNYgB2rkuZm0_ySGhOibUwJX9fmiwAhaFHLrRfVslHKd3jO22Qr4/s1600/Test+Lab+Props+007.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="540" data-original-width="960" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCtQ1t5yrCo4LwON_GMRxfWjMganCN1jYGFznfeNP2mdDJIk4t3vmGx28tD09OR7OIoQWyQ2QRqNM93-4-NJQfPqbHNYgB2rkuZm0_ySGhOibUwJX9fmiwAhaFHLrRfVslHKd3jO22Qr4/s640/Test+Lab+Props+007.jpg" width="640" /></a></div>
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Personally I can hardly tell these are intended to be for the same room.Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-31489097411989012232019-05-03T14:45:00.000-07:002019-05-03T14:49:18.546-07:00Baths of Caracalla and the Long Overdue Progress Update<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE6enU7c5T19O6U3k_GgDN_2Ez8R4tKmTmrHi5R66RPBISr1ws_WblrHx6vgDwPTm_cxri8OcgfY0ZtqNGgv5SWPOR3LR0mYDmZODx32sNt-lkWvvIwJVvUhsUQCQs1TTJuEgCGF7-SCQ/s1600/Caracalla+baths+Presentation+5.0001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE6enU7c5T19O6U3k_GgDN_2Ez8R4tKmTmrHi5R66RPBISr1ws_WblrHx6vgDwPTm_cxri8OcgfY0ZtqNGgv5SWPOR3LR0mYDmZODx32sNt-lkWvvIwJVvUhsUQCQs1TTJuEgCGF7-SCQ/s640/Caracalla+baths+Presentation+5.0001.jpg" width="640" /></a></div>
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For the past month, much of my energy has been on the development of the Bathhouse of Caracalla. An elaborate bath spa complex completed in Rome under the emperor Caracalla by around 216 AD. This enormous complex served as a communal bath house for the City of Rome, but it was so much more; it had the typical setup of three bath rooms but also a gymnasium, libraries and was surrounded by avenues of shops that would have sold everything from fine linen to freshly cooked snack food.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKvzxAiw38De6-PoLibpRVAc4xmF7SU_5XZ48tbQsnubZPF17bmybZP0zXAIjeGmWwuyI5ooNqPqkUQhyphenhyphensQgX8QhRwS9Y-0fcmd5Md0pUB-2GIcCALKIO1D0M1LIWrlMUORgKbVXXmF1M/s1600/Caracalla+baths+Presentation+5.0003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKvzxAiw38De6-PoLibpRVAc4xmF7SU_5XZ48tbQsnubZPF17bmybZP0zXAIjeGmWwuyI5ooNqPqkUQhyphenhyphensQgX8QhRwS9Y-0fcmd5Md0pUB-2GIcCALKIO1D0M1LIWrlMUORgKbVXXmF1M/s640/Caracalla+baths+Presentation+5.0003.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqx6fQxltEe8o5EGcN006KQWamdZi7qOc09S-rNLuK67dNqrYwocaTyVSi15togCjhrPGDIXdPYHmGKREa5qFwhGl9egXPIfab-LB1Ex9ruPp68wSd2wNPrAjfzPMIxRuW-3NgLQj-LWM/s1600/Caracalla+baths+Presentation+5.0008.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqx6fQxltEe8o5EGcN006KQWamdZi7qOc09S-rNLuK67dNqrYwocaTyVSi15togCjhrPGDIXdPYHmGKREa5qFwhGl9egXPIfab-LB1Ex9ruPp68wSd2wNPrAjfzPMIxRuW-3NgLQj-LWM/s640/Caracalla+baths+Presentation+5.0008.jpg" width="640" /></a></div>
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What got me most interested in this project was the opportunity to design fine architectural features. Decorated composite Ionic-Corinthian columns, veneered marble, columns both structural and decorative, expansive layouts and grand hallways covered in recessed stonework. It still feels like I have only started but the layout so far is already looking rather beautiful.</div>
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And that's not even getting into possible props for the location like water, incense burners, oil lamps, potted plants, tables, benches, seats, the list goes on!</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMK-dliIrNN8K7MOG2GoMeO_ARA7nNCuwSBG5s2g2kPbsuhGOm4Xds_TQMvgProrJ0u0kf6OnBG-z4RgP3SkicipznSdxF4SPx9P90abZWJ0JQDlc70cXeuhyxWyvbyo9xOpG6C6V5Tzg/s1600/Caracalla+baths+Presentation+5.0005.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMK-dliIrNN8K7MOG2GoMeO_ARA7nNCuwSBG5s2g2kPbsuhGOm4Xds_TQMvgProrJ0u0kf6OnBG-z4RgP3SkicipznSdxF4SPx9P90abZWJ0JQDlc70cXeuhyxWyvbyo9xOpG6C6V5Tzg/s640/Caracalla+baths+Presentation+5.0005.jpg" width="640" /></a></div>
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I found myself reintroduced to xNormal, a piece of software for converting 3D geometry into 2D maps for lower resolution models. While still possessing some shortcomings, I wouldn't have close to the level of detail I have managed to push out of this project without it.My PC, and any potential rendering engine, could have overloaded with the amount of detail required to make this project even remotely convincing.</div>
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If it wasn't evident already, one of my favourite parts has been the columns. The capitals were initially a by-eye estimation, but after doing research into the carious types of columns I realised there was much more to them than any old fancy decoration. There was an artistry to the classical column which I needed to replicate.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjS6MeOsj6LkKfuhKtxY85KxaEB4FqSPkXn9rD5qGEk_IPDrdH5TIEjCRqwj7g-DUHWY8iQCEUnhyphenhyphenVC3s84ae1s0WE2gPmIQpUWrBC6vH4NrWPTWnTEofbGN4eWEW8qMgvggO74LznvG4I/s1600/capital+progress+002.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="697" data-original-width="1196" height="372" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjS6MeOsj6LkKfuhKtxY85KxaEB4FqSPkXn9rD5qGEk_IPDrdH5TIEjCRqwj7g-DUHWY8iQCEUnhyphenhyphenVC3s84ae1s0WE2gPmIQpUWrBC6vH4NrWPTWnTEofbGN4eWEW8qMgvggO74LznvG4I/s640/capital+progress+002.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJRW5BMz-e_CfMmmhqqNwls7_zrAlWWuC34Sj9BRH0tLWAYEXZbVr_N7A-eqMOl19r2grEJKfumtSdxNGm4k9Inb12ujT9I_xDobduUEK7LKcUooZubunu-hOfXQKZ7V1-cG8fEY5kxmo/s1600/capital+progress+003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="697" data-original-width="1196" height="372" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJRW5BMz-e_CfMmmhqqNwls7_zrAlWWuC34Sj9BRH0tLWAYEXZbVr_N7A-eqMOl19r2grEJKfumtSdxNGm4k9Inb12ujT9I_xDobduUEK7LKcUooZubunu-hOfXQKZ7V1-cG8fEY5kxmo/s640/capital+progress+003.jpg" width="640" /></a></div>
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Without xNormal, these columns couldn't have been as detailed as they are. The same can be said of the terracotta roof.A large building would require many terracotta tiles, but individual instances of these could have been a nightmare to visualise on even a high-end PC. With xNormal I have been able to simplify the geometry by a huge margin. Still rather detailed, but to a degree that is much more manageable.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsyl4ab7I9eLwaXPJ7gfLnw9gbrx-52yx_rPVi7E3qkP_a40SyIrutIi9vKLNXplWb2UIB80PLCdUeP95KdR9vBF2ZE_EX5uOpxXoa9nr5x5emdFE7TJdllh2guJxsZpCNRe_LOXeU1_0/s1600/Caracalla+baths+Presentation+5.0007.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsyl4ab7I9eLwaXPJ7gfLnw9gbrx-52yx_rPVi7E3qkP_a40SyIrutIi9vKLNXplWb2UIB80PLCdUeP95KdR9vBF2ZE_EX5uOpxXoa9nr5x5emdFE7TJdllh2guJxsZpCNRe_LOXeU1_0/s640/Caracalla+baths+Presentation+5.0007.jpg" width="640" /></a></div>
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One of the advantages to the symmetry of classical buildings is a lot of what is featured on one side of the building is present down to the last brick on the other side. I find this does cut down my workload, as I only need to worry about once side of the building. Bring that up to a high standard and I can then swap everything over on the other side.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnkLkS9Tj96ubAnrkYmO6xuoX89Jef0Ebvz9Ibp3g4HfKnpKO9gTAEYDCvqJLnlk0IGWUK1oXzewVJ7AZpc0W-PJktVXTq7vpa15yqErW-SZlePSHoSoiI4O-1e5ZciCQWQMQExKpemfE/s1600/Caracalla+baths+Presentation+5.0009.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnkLkS9Tj96ubAnrkYmO6xuoX89Jef0Ebvz9Ibp3g4HfKnpKO9gTAEYDCvqJLnlk0IGWUK1oXzewVJ7AZpc0W-PJktVXTq7vpa15yqErW-SZlePSHoSoiI4O-1e5ZciCQWQMQExKpemfE/s640/Caracalla+baths+Presentation+5.0009.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhu6IruezDACG01oLOBXXES2Kvpjivxwdumf3wHXWy8dT0x6nsu0fBB68stRvDJHQ_NvWljhMyAj85IL7Aci0hOcYs-_DJoUNWVivCYbsWjVYRfpSqKU2i2HekrUhE8Q8S2W-4-DpG2abY/s1600/Caracalla+baths+Presentation+5.0015.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhu6IruezDACG01oLOBXXES2Kvpjivxwdumf3wHXWy8dT0x6nsu0fBB68stRvDJHQ_NvWljhMyAj85IL7Aci0hOcYs-_DJoUNWVivCYbsWjVYRfpSqKU2i2HekrUhE8Q8S2W-4-DpG2abY/s640/Caracalla+baths+Presentation+5.0015.jpg" width="640" /></a></div>
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There is still quite a lot to do. What I have been thinking for a while however is to bundle many of these elements into kits for sale on ArtStation so other aspiring artists and architects can use them for their own architectural projects. The common elements like pillars, walls and ceilings should be easy enough to bundle together. I am still deciding however if the roof tiles would be a kit on their own or if I combine them with the wall and column kits. If anyone is in need of the geometry for a Roman style non-reinforced concrete dome I would be happy to oblige!</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqLDLB4iAQYe2IAKnNpXpy8EimqSkA6jV_jb29USQklCL2UT02nGvxkSWFJo_PC0xPUPPBIebuDmwwB1M71lASPe8pG02Px182mioayG9DA0vuXNWcm5z4uZJBHx1tpelI-gUPMlNMa5Y/s1600/Caracalla+baths+Presentation+5.0011.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqLDLB4iAQYe2IAKnNpXpy8EimqSkA6jV_jb29USQklCL2UT02nGvxkSWFJo_PC0xPUPPBIebuDmwwB1M71lASPe8pG02Px182mioayG9DA0vuXNWcm5z4uZJBHx1tpelI-gUPMlNMa5Y/s640/Caracalla+baths+Presentation+5.0011.jpg" width="640" /></a></div>
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The more I finish though, the more I feel there is more to do. This has been an interesting project so far, but the itch to move on to something else is starting to set in. When I showed a friend a block-out for a mountain palace I had sketched out a couple of years ago to alleviate some fatigue, he thought it would be a great showcase for level design. I might do the same to keep things fresh and avoid the onset of single-project focus fatigue.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLKmoNzRqlKspKBfvbifqBTjlbkwgW6LaRJY7xPq2Zu8oIgN7R8nbspiuq8lXsFQRMEISTtWkiIEHRE1XQZ1-3cph-9XjQVMkKcvfUHl41jKb58DQj6CRxzqa0rlcqe3O8IvrgxFU8z9s/s1600/Caracalla+baths+Presentation+5.0013.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="340" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLKmoNzRqlKspKBfvbifqBTjlbkwgW6LaRJY7xPq2Zu8oIgN7R8nbspiuq8lXsFQRMEISTtWkiIEHRE1XQZ1-3cph-9XjQVMkKcvfUHl41jKb58DQj6CRxzqa0rlcqe3O8IvrgxFU8z9s/s640/Caracalla+baths+Presentation+5.0013.jpg" width="640" /></a></div>
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The real baths of Caracalla took some five or six years to build with hundreds of labourers working and stone from across the Empire (Egyptian marble was one prominent material) hopefully me all on my own doesn't take nearly that long to complete this rendition of a major Roman landmark.</div>
Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-7737541576501074422019-05-03T13:11:00.000-07:002019-05-03T13:11:44.924-07:0065-Year-Old Japanese Businesswoman CEO Touts Her Youth with Shirtless Male Body Builders and Cut-Through Lyrics <h2>
Tokyo Beauty Guru and Self-Help Celebrity, EMIKO Shibamura, Releases Rap Video in the USA</h2>
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Los Angeles, CA February 17, 2019 – EMIKO, Japanese fashion icon, best-selling author, and self- help guru breaks into the American music industry with a surprising rap video debut, de-stigmatizing the ageist gap in hip hop and empowering women over the age of sixty all over to do the impossible.
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<iframe allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/sR9t_3WmNp8" width="560"></iframe>
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EMIKO Shibamura, the 65-year-old Japanese visionary, self-help celebrity and acclaimed fashion icon, has released a surprising rap video this morning that has caught the attention of some of Los Angeles biggest music producers and label promoters in the industry. The businesswoman cited her inspiration arose after encountering a vision of a white dragon spirit that persuaded her to fly to Hollywood and pursue a career in hip hop.<br />
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EMIKO’s teachings have been made into bestselling books for many decades. She heads a multimillion-dollar beauty and health enterprise in Tokyo and works alongside the highest tax-paying individual in Japan, Hitori Saito. She is one of the few women on the planet to have a reserved ticket to space via World View, a private space-exploration company, and has a paid-for deed for a plot of land on the moon. Her new career as a rap mogul can be seen below.<br />
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Interviews available upon request.<br />
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<span id="docs-internal-guid-191f7162-7fff-6fc6-73d3-98d93ccd32b8"><span style="font-family: "arial"; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">“Akindo Fighter” by EMIKO - </span><span style="color: #0563c1; font-family: "arial"; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">https://youtu.be/sR9t_3WmNp8 </span></span><br />
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<span style="color: #0563c1; font-family: "arial"; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Michael Laburt </span><span style="font-family: "arial"; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">& </span><span style="color: #0563c1; font-family: "arial"; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Daniel Merlot </span><span style="font-family: "arial"; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">(directing), </span><span style="color: #0563c1; font-family: "arial"; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Jen Rade </span><span style="font-family: "arial"; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">(styling), </span><span style="color: #0563c1; font-family: "arial"; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Iggy Rosales </span><span style="font-family: "arial"; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">(hair), </span><span style="color: #0563c1; font-family: "arial"; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Mynxii White</span> (makeup), <span id="docs-internal-guid-0e28fec0-7fff-eb8a-2d9f-27a238760113"><span style="color: #0563c1; font-family: "arial"; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Daniel Merlot</span></span> (<span style="font-family: "arial"; font-size: 16px; white-space: pre-wrap;">creative director/producer</span>)<br />
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From: <span style="background-color: white; color: #373737; font-family: "montserrat" , "helvetica" , "arial" , sans-serif; font-size: 16px;">EMIKO Shibamura</span>Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com2tag:blogger.com,1999:blog-1266197528100810278.post-78215892989784133962019-03-28T15:01:00.000-07:002019-03-28T15:01:02.270-07:00Starting the Baths of Caracalla<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAdNEP41bBF-WFzwqiQK5Q5adQC8CBt0OkCTTKeBfxLYs0k6Wm_h5g_c2mW0FloAFnsgP-BzqMWsDb2nXlY11AmzXQAN_fv29I_sRQD_qqaYKFb9k-9jJTe9KE-F1uyGfCLmlSqnH5nxY/s1600/Caracalla+Caldarium+progress.0002.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAdNEP41bBF-WFzwqiQK5Q5adQC8CBt0OkCTTKeBfxLYs0k6Wm_h5g_c2mW0FloAFnsgP-BzqMWsDb2nXlY11AmzXQAN_fv29I_sRQD_qqaYKFb9k-9jJTe9KE-F1uyGfCLmlSqnH5nxY/s640/Caracalla+Caldarium+progress.0002.jpg" width="640" /></a></div>
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When I visited Rome a couple of years ago as part of a university trip, one of the places we visited was the Bathouse of Caracalla in the south end of the city. An enormous leisure complex commissioned by the Roman emperor Septimus Severus, finished by Caracalla and first opened in 216 AD, I became deeply inspired to maybe consider building this place in the digital space as a later project. I'm sort of kicking myself I didn't consider this as my choice of major project in my third year of university as it perfectly aligns with my interests: History, architecture, grand buildings and highly ornate architecture.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWWFfHjb54LOxLfA3ftRh2bz1wQVKGEFWLYFB3ayElut43MMw6aunOnPbzWgr_a4kjldbfzE1xs4OtslNva7tDcgwNtG1MvZ29sh3fJmb91On6X_TaW60M8rYV8w8f6qhr5ZFscYouEHA/s1600/Caracalla+Caldarium+progress.0001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWWFfHjb54LOxLfA3ftRh2bz1wQVKGEFWLYFB3ayElut43MMw6aunOnPbzWgr_a4kjldbfzE1xs4OtslNva7tDcgwNtG1MvZ29sh3fJmb91On6X_TaW60M8rYV8w8f6qhr5ZFscYouEHA/s640/Caracalla+Caldarium+progress.0001.jpg" width="640" /></a></div>
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Honestly spa complex is the best way of describing this site. As well as the various public bathrooms that these structures normally had where you'd move from a cold pool (frigidarium) to a medium-temperature pool (tepidarium) to a hot pool (caldarium), the bathhouse constructed by Caracalla had all kinds of leisure facilities. Gymnasia, libraries, gardens, saunae and even an amphitheatre are featured either within the building or on the surrounding grounds. The whole complex was walled off from the rest of the city in a great square dominated by decorated gardens, and while it looks like one would enter through the circular dome, the most likely entrance was closer to the gymnasia situated on the wings. I'd almost describe this building as the pinnacle of Roman pleasure-seeking. Like one of these resort hotels with the main difference being a lack of board for any attendants.</div>
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It's not just massive by land area, it's also a structure that is enormously tall for the age. The columns I have made so far reach a height of some eight metres, but the baths themselves possessed columns (of Egyptian marble no less) could be as high as twelve! Add to this the columns would merely support a second floor or a high ceiling, so the building could be two or three times the height.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPR7EJqEem1GpiGqbi9lcSWQzgnLTAehvvPoIvIcCLREF6BEokfKTwFU1R6nxjfqw3vVPrgkGFdyj330Qpw0AQQqQHRTkmZVSuACiG9dGm9rxKcm-pFBuesokO7_W0kllK5zCV_yEUH5I/s1600/Caracalla+Caldarium+progress.0007.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPR7EJqEem1GpiGqbi9lcSWQzgnLTAehvvPoIvIcCLREF6BEokfKTwFU1R6nxjfqw3vVPrgkGFdyj330Qpw0AQQqQHRTkmZVSuACiG9dGm9rxKcm-pFBuesokO7_W0kllK5zCV_yEUH5I/s640/Caracalla+Caldarium+progress.0007.jpg" width="640" /></a></div>
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The great dome of the caldarium, something of a downsized version of the dome of the Parthenon, would make the caldarium itself some four or five times the height of the columns that supported its various entrances.</div>
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For a classical building the scale was just staggering.</div>
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As this is such a massive building it's already taken me a few days to build just the geometry for the caldarium. The positive of a construction project like this is I can likely use various elements for the building already elsewhere. Roman architecture was very fond of decorated columns and a uniform structure, as the Romans adopted the Greek idea that uniformity was an expression of divinity. So to get those done first feels like it should make the rest of the project a lot easier with a lot of possibility for recycling.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEito6zbefkM7Pgh8utaj0qs3bSua-M9CxOmKXM0kjfdF6ECwE37Jpd9dzBtJIF1lH-qb0CfrazO5rr_-aMyb4JIyjizcN77pe5hDxNMpLs_efGWvJYjsGoPaXOgEQ1eya_XL2wMRsWXJ2o/s1600/Caracalla+Caldarium+progress.0003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEito6zbefkM7Pgh8utaj0qs3bSua-M9CxOmKXM0kjfdF6ECwE37Jpd9dzBtJIF1lH-qb0CfrazO5rr_-aMyb4JIyjizcN77pe5hDxNMpLs_efGWvJYjsGoPaXOgEQ1eya_XL2wMRsWXJ2o/s640/Caracalla+Caldarium+progress.0003.jpg" width="640" /></a></div>
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My current plan is to break up the construction into several components. Key locations in the structure will class ans modules in and of themselves and I've been thinking of releasing elements like the columns and the archways to marketplaces like what ArtStation has unveiled not too long ago. I've already had at least one sale already.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWvo_a4QqKEiYT_7shQ6vXvBNG4wyidfXk3aW0Cmedwc_fPAKQCeDoD4nAyQN8CnPEteI855Odwz5KXtW0i5c6MXjVeILddSLDA6rYdb-uw6ltD4hGj442YKAy8CE-dOAkVl2QF712nzM/s1600/Caracalla+Caldarium+progress.0008.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWvo_a4QqKEiYT_7shQ6vXvBNG4wyidfXk3aW0Cmedwc_fPAKQCeDoD4nAyQN8CnPEteI855Odwz5KXtW0i5c6MXjVeILddSLDA6rYdb-uw6ltD4hGj442YKAy8CE-dOAkVl2QF712nzM/s640/Caracalla+Caldarium+progress.0008.jpg" width="640" /></a></div>
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I'm currently debating wither to include a translucent geometry for filled pools of water. It is definitely a distinct possibility so as to give the feeling this was a living building. I am admittedly taking a bit of artistic license with the project in that designs for what the building could have looked like seem to vary wildly between artists from the first inspirations drawn up in the 19th century (which would have been inclined to include neoclassical features) to modern-day historical recreations. I'm a sucker for the artistry that comes from Romanticism even if I have my reservations about the ideas of the movement, so I may take the Romantic angle of the building mostly as an experiment in creative design.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisULfSaGzQlpec97AEiLYqETPOL3Lu9v2WTaE9VHh8zgxLzC5CMgss0_GV6zNUGlrTSktPDm9J5ngOQRoHKhwiFujRamc_bd01jhMBe8u6xMDw3maGnkiHNgY3yeWRmbxCLtwz6qBHfxA/s1600/Caracalla+Caldarium+progress.0004.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisULfSaGzQlpec97AEiLYqETPOL3Lu9v2WTaE9VHh8zgxLzC5CMgss0_GV6zNUGlrTSktPDm9J5ngOQRoHKhwiFujRamc_bd01jhMBe8u6xMDw3maGnkiHNgY3yeWRmbxCLtwz6qBHfxA/s640/Caracalla+Caldarium+progress.0004.jpg" width="640" /></a></div>
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I'm looking forward to pushing this project further. A good portion of the Caldarium's ground floor is finished, from there I plan to decorate the upper levels which would included the recessed grid pattern the Romans used for concrete domes.</div>
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I can already see that architectural detail being a fun design prospect.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjd_TOhjs7siyGXvv-JpiOokEyFSc56XKGHuYvcXZ5At9VqXu5UCuYyY5wY43ELKnsN-VHfFfFJ8KI0ShXAbd9w7ZGZJSk5HDgDUoPHe1StIa-W3lpCAaxA4afv-aDyU6oksir4P5B0wPY/s1600/Caracalla+Caldarium+progress.0005.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjd_TOhjs7siyGXvv-JpiOokEyFSc56XKGHuYvcXZ5At9VqXu5UCuYyY5wY43ELKnsN-VHfFfFJ8KI0ShXAbd9w7ZGZJSk5HDgDUoPHe1StIa-W3lpCAaxA4afv-aDyU6oksir4P5B0wPY/s640/Caracalla+Caldarium+progress.0005.jpg" width="640" /></a></div>
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For the Caldarium specifically, the current checklist for its details are so far: The ledge for the upepr floors, the windows, the exterior recesses for the windows, wall trims, wall decoration and the structures for the entrances into other parts of the bathhouse. Which might be easier to make than what I have designed so far largely on the basis the most lavishly decorated sections of such large buildings tended to be the ground floor and the ceiling. Further up on a multi-level room the decoration might be more spartan as a visitor's eyes might not focus so much on these areas.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLy246m7Hg5z-5PodONG5lTnjTMLAXUgOJiCxim0fkxq2BiKp7CeGF63F6VqpHBTPECjqD4qBohacDU1id5TEDyyqDacHJ0eHA0judjhctTte_TnLEuYKwW1yFEU_cBZINJ04nkXHuiqU/s1600/Caracalla+Caldarium+progress.0006.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLy246m7Hg5z-5PodONG5lTnjTMLAXUgOJiCxim0fkxq2BiKp7CeGF63F6VqpHBTPECjqD4qBohacDU1id5TEDyyqDacHJ0eHA0judjhctTte_TnLEuYKwW1yFEU_cBZINJ04nkXHuiqU/s640/Caracalla+Caldarium+progress.0006.jpg" width="640" /></a></div>
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Although trust me to take on designing one of the iconic displays of extravagance by the Roman Emperors of the third century. Septimus Severus was the third emperor after emperor Commodus, A famously hedonistic man who saw cinema fame for his portrayal in the film <i>Gladiator</i> who cared more about filling his time with lavish games no matter how much it cost the city of Rome, whose death marked the beginning of Rome's slow decline as the master of the world and might have been the start of the empire turning its own interests inward and ignoring the rest of the world.</div>
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That kind of behaviour usually precludes falling into obscurity and complaining of how you've fallen into irrelevance somehow, but it doesn't half create some beautiful buildings sometimes.</div>
Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-18181022741329102482019-03-26T04:38:00.000-07:002019-03-26T04:38:02.503-07:00Ridgewell Castle Chapel<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfNZfjJl43b8RHQVB5J621jSqorGEtFt-LcHmUiI2r5_sMVieYQ6xkYWp5auQ2Wg5G5M45qWW0dkFV04vr9ukXtYnmk3SbKCFeVLgjw3BcgIeg7OTb2d1qIWuL2iOFOUkfkeltgJouCTE/s1600/CastleChapel.0006.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfNZfjJl43b8RHQVB5J621jSqorGEtFt-LcHmUiI2r5_sMVieYQ6xkYWp5auQ2Wg5G5M45qWW0dkFV04vr9ukXtYnmk3SbKCFeVLgjw3BcgIeg7OTb2d1qIWuL2iOFOUkfkeltgJouCTE/s640/CastleChapel.0006.jpg" width="640" /></a></div>
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One of the primary focal points of castle life is the humble chapel. A place of community for everyone without access to the lord's great hall. Where knight and peasant alike can revere the divine together (unless the knights have their own chapel). These buildings were expensive constructions due to the embellishments made both inside and outside, it was kind of neccessary given that even as structures inside fortifications, they were still places of worship. Glass windows, a wooden alter, tapestries and a lavishly decorated interior. So they weren't always large buildings, but were often well decorated.</div>
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It was somewhat difficult to find a modest example of a castle chapel, those that weren't part of castles later abandoned or integrated into the keep were expanded and embellished as the importance of a castle as a defensive structure lessened towards the end of the Medieval era.</div>
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For Ridgewell Castle I decided to not go too fancy, as this is a castle watching for threats from outside, with amassing wealth only being a priority in the rare times when threats of attack were less likely than remote. But on reflection this current design is hardly the best I could have done for the kind of atmosphere I was working toward. So I might revisit the design later as this is one of the more important buildings of castle life.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxJzg8Jfsa-TuhtV8qFd1oLVo693xESziHwZG5WaDgmYWHFGsPebs1hDdoAoiNNhvh-j0gYEsYMg8adT6A1IxXM6eiQ8jrij93-f1QDgFM35g78hf-m7lppZ9iJSfN_E9fUUrmgiQO2Kk/s1600/CastleChapel.0007.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxJzg8Jfsa-TuhtV8qFd1oLVo693xESziHwZG5WaDgmYWHFGsPebs1hDdoAoiNNhvh-j0gYEsYMg8adT6A1IxXM6eiQ8jrij93-f1QDgFM35g78hf-m7lppZ9iJSfN_E9fUUrmgiQO2Kk/s640/CastleChapel.0007.jpg" width="640" /></a></div>
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For the chapel design I went for a whitewashed surface as this was a popular thing to do to decorate bare stone. It's a common trope for depicting the middle ages as a time full of bare stone buildings, but more commonly a building would have a whitewash. A lime and chalk paint that was easy to make and cheap to apply. Lime whitewash goes very well with masonry and can make the building much nicer and brighter than basic exposed stone. An important point to consider as this chapel is located far to the north where there would be long dark winters and only a mildly sunny summer. So it would work against the castle's habitability to be drab and gloomy with worn stone.</div>
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The northern location is also the reason for the angle of the chapel's roof. Situated so far north, there's going to be lots of snow and lots of rain. Lots of rain requires good drainage, lots of snow means lots of weight will be put on the roof of the building during the winter as snow settles. A steep roof will make it more difficult for snow to cling to the tiles, taking pressure off the sides further near the apex. The extra 'lip' is useful for drainage. The beams that hold the roof up can rest flatly on the walls of the building while you have an extra section to project drainage off the side.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjj1IKBHSoKiSFFaddol5zdxs_vE56v6mzH6QmaWoYxnUg8qOc9T-ON5ky1CEl5vdHUvE6gAvt0WA-EEhgcdxPQpKzvJCnXQUAgAJevgd5y19Mgaw3bcVjfQyo0i6b1yjOPJIvI_1IOWvc/s1600/CastleChapel.0008.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjj1IKBHSoKiSFFaddol5zdxs_vE56v6mzH6QmaWoYxnUg8qOc9T-ON5ky1CEl5vdHUvE6gAvt0WA-EEhgcdxPQpKzvJCnXQUAgAJevgd5y19Mgaw3bcVjfQyo0i6b1yjOPJIvI_1IOWvc/s640/CastleChapel.0008.jpg" width="640" /></a></div>
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Castle roofs in Ridgewell Castle follow this idea due to the location, especially the towers where there are actually two walls - the protruding battlements and then the main body wall. But I find it is also quite aesthetically attractive so it might be very useful on much taller buildings while smaller buildings like huts or shops have a more flush design, as this technique means more money is spent on timber.</div>
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Before I go back to the chapel however I need to play out the rest of the castle as otherwise I'll be stuck on detailing and never make any progress. It wasn't a complete time-sink however as it gave me practice for modular components and elements that could be shared with other parts of the castle including the keep. For other services in Ridgewell I will need, besides reworking the keep:</div>
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<li>stables</li>
<li>blacksmith</li>
<li>stonemason</li>
<li>apothecary</li>
<li>barracks</li>
<li>armoury</li>
<li>granary</li>
<li>kitchen</li>
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Maybe a couple of other buildings that will come to mind.</div>
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The stable is already partially blocked out. Occupying a position at the far end from the gatehouse that can be seen on one of my earlier progress shots. Current progress however still leaves plenty of other buildings, some of which I suppose could be placed against or within present structures like the tower opposite the keep. As can be sen below.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRj4vBIyNLlLnTPDWvoGtxSJAaB0tAtta4vzwoXFX8cvm19tOWFaF8sCPVdEePpPaMwclnMa3MMwXdYHTwl3mjxM6Y99Fe7ZqG9iTeumOFGIcNKxjnUo2YFzmyBsocUqKon2njtcVJWIo/s1600/Castle+Keep.0001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRj4vBIyNLlLnTPDWvoGtxSJAaB0tAtta4vzwoXFX8cvm19tOWFaF8sCPVdEePpPaMwclnMa3MMwXdYHTwl3mjxM6Y99Fe7ZqG9iTeumOFGIcNKxjnUo2YFzmyBsocUqKon2njtcVJWIo/s640/Castle+Keep.0001.jpg" width="640" /></a></div>
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The YouTube channel "Shadiversity" has been an incredible resource for this project so far. Shad himself is a house builder by trade who has in recent years applied his knowledge into understanding how castles were constructed and how they function. He does his own research, both primary and secondary such as an authentically-approached wooden castle for his children in his back garden, and has a following as enthusiastic about castles as he is. A good deal of the inspiration I've had on roofing inspiration, and my own investigations, has come from how own research into why many castle roofs appeared to flare outward. It even gave me ideas on how Ridgewell Castle's towers would be roofed.</div>
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Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-60532871554399957402019-03-18T10:59:00.002-07:002019-03-18T15:08:12.969-07:00Return to Architecture with the Fundamentals of Castle Design<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieXY2gMlMp0X03hnJcuETIDjIivHsqtlVQr0rMzqtaRBejidwgPwzr9-BBXU2gUXQA6tUYuJRDSIsIA0OUUAQ471Ne_PAaXsZazGtHWYHDKo37q1GqoIdXHpaI8mn18qDgw1JDh2ZT0co/s1600/Castle+Keep.0001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieXY2gMlMp0X03hnJcuETIDjIivHsqtlVQr0rMzqtaRBejidwgPwzr9-BBXU2gUXQA6tUYuJRDSIsIA0OUUAQ471Ne_PAaXsZazGtHWYHDKo37q1GqoIdXHpaI8mn18qDgw1JDh2ZT0co/s640/Castle+Keep.0001.jpg" width="640" /></a></div>
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When I hit a rut with character design recently I took a new approach after some refresher time with one of my favourite genres of video game: The city/nation builder. It gave me time to reflect on what I was interested in with 3D design. While I am still willing to happily dabble with character design, I've realised that I've been deeply fascinated in architecture.</div>
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Going back to those roots I continued a fantasy theme by taking on the design of a castle. These are quite fascinating buildings that entertain a passion I've had for cities. A castle is not simply a structure in and of itself. It is a form of settlement, with the lord's keep as a centrepoint but can host several other separate buildings like kitchens, stables, doctors, places of worship, gathering centres, armouries, barracks, prisons and guest houses.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8GlWq38xNrwJfFuelgzfFLOTyEqYwZsyNuQGmpFvD4MLfM0VNrdhcY5DQfMMI8rSS3ht9MdvuxCy4-rHuvU02jvGtqAL2L7pHGnNxF9pLiJgdQLaINcE0rD4AeU9nyy8CEVMIyNuLQP0/s1600/Castle+Keep.0002.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8GlWq38xNrwJfFuelgzfFLOTyEqYwZsyNuQGmpFvD4MLfM0VNrdhcY5DQfMMI8rSS3ht9MdvuxCy4-rHuvU02jvGtqAL2L7pHGnNxF9pLiJgdQLaINcE0rD4AeU9nyy8CEVMIyNuLQP0/s640/Castle+Keep.0002.jpg" width="640" /></a></div>
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They were designed as places of power. Centers of control for a local lord and a headquarters for a local garrison. From the first castles of the 11th century to the chateau-forts that followed the dominance of the cannon and the subsequent obsolescence of their ability to protect. Their design varies wildly from location-to-location. Climates and availability of materials can greatly influence their design. But they also have a particular fondness in role-play gaming like the tabletop or computer RPGs as somewhere for players to call home. Not just because of the prestige of the structure and somewhere to receive guests, but the aforementioned fact they contained many facilities from stable to kitchens, putting everything an adventurer (or adventuring group) would need in once place.</div>
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In short, nothing seems to make a player feel safer than to be within two or three layers of curtain wall and all the resources they could ever need to keep themselves supplied and prepared.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEfYJ4f9hPxs19VXs4l7ZYGNmRoq0KkyMBRRxWMi-3tkDecXU-MFY6WDsHKIeNCIzVU6jy83uZlQPYilLZOGl8M9XHTTlS60sIizPJi2zoUiYnDXMy-1D44Y9lin4KTHKyFHw5cBHWH_k/s1600/Castle+Keep.0003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEfYJ4f9hPxs19VXs4l7ZYGNmRoq0KkyMBRRxWMi-3tkDecXU-MFY6WDsHKIeNCIzVU6jy83uZlQPYilLZOGl8M9XHTTlS60sIizPJi2zoUiYnDXMy-1D44Y9lin4KTHKyFHw5cBHWH_k/s640/Castle+Keep.0003.jpg" width="640" /></a></div>
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At present, the only part of the current fort I dub "Castle Ridgewell" near completion is the curtain wall. As I wanted to balance between fantasy and realism (in a Game of Thrones kind of way), I pored through just what kind of tricks were used in the construction of the typical castle, and what architectural features were common as these were primarily fortifications.</div>
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I've had to bear in mind the thickness of the walls, the use of machicolations (an afternoon's work by themselves), where any potential enemy might reach the walls. Layers of defence, how to funnel various forces, defensive tricks and the strategic location of various assets. This is still a home, but one that needs to be well protected.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQQ52Ufl27O1FkH0x2XCwecxgwACGu8LQPh8PHsb4diiTug12H8Xs1mj3PtvP6pw41q5dCb35_vqcgKXxPBEnOzZ_Y6jFQtzytEiNGRvsZzCQ8e7rlU8jWuHJ_lmMtmR_Thf2vU3Rhe7s/s1600/Castle+Keep.0004.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQQ52Ufl27O1FkH0x2XCwecxgwACGu8LQPh8PHsb4diiTug12H8Xs1mj3PtvP6pw41q5dCb35_vqcgKXxPBEnOzZ_Y6jFQtzytEiNGRvsZzCQ8e7rlU8jWuHJ_lmMtmR_Thf2vU3Rhe7s/s640/Castle+Keep.0004.jpg" width="640" /></a></div>
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This particular example is imagined as something that has been held by a family for something like four generations. Not obscenely wealthy as the owner is something like a baron or a count, but with a home in a key position on the borders of the kingdom. Not luxurious, but definitely heavily reinforced. So my plan is to not go crazy with curtain walls even though further walls can be made by recycling the assets I have already designed. The towers for instance, can be switched form being enclosed towers to open at the top (though how this is done I should have programmed in before duplicating).</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmRuq6grwdWs3F7oYyw5IcsU2efIai3B2NlkmHKpY7OjUJE6Q7-jd2I790gsw0zjgH6kktl_4G-kyomfmfpMMQGrIsn2nQrz4OZx1QdpNoGurED9twpK9sNaS2qtBbxSpB4be8maDrfdY/s1600/Castle+Keep.0005.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="855" data-original-width="1600" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmRuq6grwdWs3F7oYyw5IcsU2efIai3B2NlkmHKpY7OjUJE6Q7-jd2I790gsw0zjgH6kktl_4G-kyomfmfpMMQGrIsn2nQrz4OZx1QdpNoGurED9twpK9sNaS2qtBbxSpB4be8maDrfdY/s640/Castle+Keep.0005.jpg" width="640" /></a></div>
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I have considered roadmap for the castle's development giving me an idea of what to do next:</div>
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<li>Redesign the keep's layout.</li>
<li>Block out outer defenses.</li>
<li>Block out resource buildings (chapel, blacksmith, granary, armoury).</li>
<li>Resculpt rock face in Zbrush.</li>
<li>Block out possible props.</li>
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I plan to stream the project's progress for anyone interested in watching this come together. I've got the software for it and it's good to get what I'm working on out there. Star Drake Projects will make a comeback after a long while of inactivity in the near future.</div>
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External sites</h3>
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<a href="https://www.twitch.tv/draco176">https://www.twitch.tv/draco176</a></div>
Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-87307298501997182592019-03-11T16:32:00.002-07:002019-03-11T16:32:15.193-07:00WIP: Concept art for Human Warrior<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyP_ih_2fue98Nwc8M7Jw-735UH0n0soWkV1GGMYhqOFW4-hmtM3xQbViKNZ59lTquSyvj8eqO7qViLHMj1qcSPkcD6tuwQE4Fp5HIo12HUJIPPi3iBkrjD_y8yKPx9Lz2pv8zBjFbeCM/s1600/Markos+Ridgewood.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyP_ih_2fue98Nwc8M7Jw-735UH0n0soWkV1GGMYhqOFW4-hmtM3xQbViKNZ59lTquSyvj8eqO7qViLHMj1qcSPkcD6tuwQE4Fp5HIo12HUJIPPi3iBkrjD_y8yKPx9Lz2pv8zBjFbeCM/s640/Markos+Ridgewood.jpg" width="480" /></a></div>
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In recent weeks I've taken an interest back in drawing with Photoshop. It's been useful for generating ideas for character modelling practice which I have been keen to develop. To get a better idea of how to put my ideas across I've been studying sketch-style concept pieces, trying to work out just how to get a more convincing design and image, especially when it comes to the face.</div>
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The left-hand face below is when I started earlier today. Rather dissatisfied with how flat it looked. I looked online to get some inspiration, coming across a rather nice sketchy look. Using this painting as a basis I took a very different approach to create what would become the face on the right-hand side. It started with just the face, blocking out large patches of shadow and filling in the gaps with detail such as eyes, mouth and wrinkles. I thought it came out so well I tried the technique on the hair and headband, resulting in a very different hairstyle (and face) when you compare the two side by side.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVUCgGE1hnRs5g712yOdKn50yq5rcx8nMT8nfgF4XjW6sKYKxXHUEiKicCtg_tmw0MIuY_AKw-vz1AHkM2gm6Nizmu2cQsCIYFflVhtBDLLlLmbeR010krjx3vFCWZymU-aVKYAf8zrlI/s1600/Markos+Demo+comparison.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="949" data-original-width="1483" height="408" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVUCgGE1hnRs5g712yOdKn50yq5rcx8nMT8nfgF4XjW6sKYKxXHUEiKicCtg_tmw0MIuY_AKw-vz1AHkM2gm6Nizmu2cQsCIYFflVhtBDLLlLmbeR010krjx3vFCWZymU-aVKYAf8zrlI/s640/Markos+Demo+comparison.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">It's been surprising to figure our the difference comes from one afternoon of analysis.</td></tr>
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There is still plenty to work on with the image. His lower body has only been blocked out. His sword-hand and the attached hilt are somewhat completed and his cloak only has some basic blocking to it. After that comes colour.Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-81861697882762824272019-03-04T16:09:00.001-08:002019-03-04T16:09:27.114-08:00Fantasy World Map now with Cities<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEja4Wb_b9pUUZZxk9b2z8BERn5TSj0GuYmrlAKztZxLFXyPqxivUxau_kr12CXRboxq-sv-DIgMkw04nAz8lN_n-RAEMMfh18XMYQG3Ba6vIzHU4Z8NIgKc7vC68pav3ItaI5TcMUkWoCg/s1600/D%2526D+world+map+presentation.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1132" data-original-width="1600" height="452" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEja4Wb_b9pUUZZxk9b2z8BERn5TSj0GuYmrlAKztZxLFXyPqxivUxau_kr12CXRboxq-sv-DIgMkw04nAz8lN_n-RAEMMfh18XMYQG3Ba6vIzHU4Z8NIgKc7vC68pav3ItaI5TcMUkWoCg/s640/D%2526D+world+map+presentation.jpg" width="640" /></a></div>
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It's been an interesting divergence lately to work on maps for fantastical locations. After my last posting I had two key ideas to make the map more authentic.</div>
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The first was to create a more thematic-looking set of icons for the various locations. Instead of Ordinance Survey like set of icons I had the idea of shorthand visuals: One hut for hamlets, two for villages, three for towns, a mage's tower for an academy, castles, castle-towns and do on to better fit the more old-time mythical style of the rest of the map. The sits sit much more neatly than the original black marks, and I have a few brushes for future projects of a similar style.</div>
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The second idea was partially inspired by how some fantasy maps embellish a representation of an important site. A recent example being the stand-out representation of Erebor on a map from Peter Jackson's The Hobbit. On this map, that focus was given to the capitals: The port and temple of Kirstan, the royal citadel of KharKanas, the fortress-gates of Drongo and the marbled spires of Istri. While KharKanas is much larger compared to the others, I figure it justified as the Conglomerate Empire has a whole continent to itself.</div>
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The client was certainly happy with the end product and it has got me thinking about the environmental or architectural side of my creative ideas.</div>
Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-58007708184496494342019-03-02T13:55:00.001-08:002019-03-02T13:55:47.041-08:00(WIP) A Fantasy World Map<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZZdiwrsMjs0x8gYb7f8J8W25bC__zDKX3hUMrajcgGGpFOW1nAX6QjeJQO7q8elXBCJswEbKzy9OPyZgMYQGpt_QLG94IpsVcjTO4G0xsDcp24GqNWKiaEvef1ordgij6_q963tyfvXg/s1600/Jonathan+world+map.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1132" data-original-width="1600" height="452" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZZdiwrsMjs0x8gYb7f8J8W25bC__zDKX3hUMrajcgGGpFOW1nAX6QjeJQO7q8elXBCJswEbKzy9OPyZgMYQGpt_QLG94IpsVcjTO4G0xsDcp24GqNWKiaEvef1ordgij6_q963tyfvXg/s640/Jonathan+world+map.jpg" width="640" /></a></div>
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One of the projects I've received lately is a world map for the setting of my brother's upcoming D&D campaign. Can't say I've done much of this sort of thing save for the occasional more science fiction like map, but it was good drawing practice all the same.</div>
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The current deal is for a map that can be printed on A3, so I'm working in a CYMK format at 300 DPI. It's pretty big. It could have been A2 but by the sound of where he's playing his game an A2-sized map might be too big for the table.</div>
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I wouldn't call this finished though. The world could do with roads connecting the various settlements and after some discussion with him I'm considering reworking the locations on the map to better fit the current graphics. Special thumbnails have been discussed representing the world's various capital cities or important locations and maybe the sea could do with something like waves.</div>
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Or sea serpents... The world doesn't stop at the edges of the map.</div>
Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-75490684961306060142019-02-26T15:57:00.002-08:002019-02-26T16:19:16.557-08:00Character Design Project<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgkErRwUjj39qndN32qSHn7PlmvL_jYM9bQEukDhLgmt7hrnHiaJld_thjof2YQQi7Bic-dpRN80KYxcPj6728nm_xSbZU9t93B8YPERoewGvq9mUjsBXaTStr6YE9UPtO7ktTeI-vw8Q/s1600/Varthen_Presentation_V2_.0008.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="630" data-original-width="947" height="424" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgkErRwUjj39qndN32qSHn7PlmvL_jYM9bQEukDhLgmt7hrnHiaJld_thjof2YQQi7Bic-dpRN80KYxcPj6728nm_xSbZU9t93B8YPERoewGvq9mUjsBXaTStr6YE9UPtO7ktTeI-vw8Q/s640/Varthen_Presentation_V2_.0008.png" width="640" /></a></div>
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The last month I've been deep in Maya and Zbrush with character crafting. My original inspiration was a character I had drawn up for Dungeons and Dragons with friends, but despite having a rather short life (dying twice in quick succession to a blast of light from a much more powerful magician), he made impression enough that I have fond memories of my experience with him.</div>
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So, with such an impression I drafted him as the first for possibly a whole line of such characters, and a showcase for anyone who might like a similar result.for their own player characters. Posable, usable in animations and quite possibly a source for 3D printing if the setup is right.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeWyh-AdOT0zvvyuerEXQJv_voXsCjgR2IenDJNLhbBMbhzJFHQQr4GgotpOiF4UQFfiuVVDuuQ24-FbBCis7B4Rnyw-YIKz-eXmCv2kk-b75TJXJJl_CHxaxWOblkpO4enztQFoVpXAc/s1600/Varthen_Presentation_0001.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="630" data-original-width="947" height="424" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeWyh-AdOT0zvvyuerEXQJv_voXsCjgR2IenDJNLhbBMbhzJFHQQr4GgotpOiF4UQFfiuVVDuuQ24-FbBCis7B4Rnyw-YIKz-eXmCv2kk-b75TJXJJl_CHxaxWOblkpO4enztQFoVpXAc/s640/Varthen_Presentation_0001.png" width="640" /></a></div>
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Magic users have had quite a compelling allure to them - masters of mystic arts, scholars and academics who shape reality. This talent, and a lack of armour for their class gives the opportunity to make them one of the more casually-dressed character types in games of D&D. Other classes certainly have a style, but one way I find magic users fun is how they can bring court style and artisan outfitting to an adventure.</div>
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For this particular character, this connection to courts was key to his design as the background for him was of an aristocratic family in decline. This particular member of the ruling classes, who I called Varthen, took to travelling the countryside after becoming an adult. Funding his travels with money made performing tricks which come innately to him at various villages with the occasional performance in a town pub. As well perhaps as other services that come from magical ability coming naturally to him or having a formal education.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXD2bGzsWepGpyNorPsA9H0NX2IPlJnWhwd-nno-NAqDbrJKHM99V1-_tdqD4wBF_DxZM6mjkyOK1X14bEBk5F9_0jtH0QbJbZANprSaABUZnBLTPmFAjjsa_GK0r1Gp9ahNaDZeI32AI/s1600/Varthen_Presentation_0007.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="630" data-original-width="947" height="424" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXD2bGzsWepGpyNorPsA9H0NX2IPlJnWhwd-nno-NAqDbrJKHM99V1-_tdqD4wBF_DxZM6mjkyOK1X14bEBk5F9_0jtH0QbJbZANprSaABUZnBLTPmFAjjsa_GK0r1Gp9ahNaDZeI32AI/s640/Varthen_Presentation_0007.png" width="640" /></a></div>
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These two factors: A noble background and a life on the road, created a character who was of privileged status but lived with few of the trappings. While I could have taken the angle of just a few trinkets to show his wealth, such as a signet ring or a necklace, I thought he'd go a little more flamboyant. Namely he would still be in touch with the fashions at court, and underneath a (relatively) simple coat would be a silver-threaded blue velvet doublet, linen shirts and silvered leather boots. Underneath a simple overcoat is a man of proud upbringing, who could weave his way through the royal circles if he so wished.</div>
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He's not fully human, more a half-elf. While this does make him rather Eldar-esque, elves in the D&D settings are often far more fairy-like than Lord of the Rings. Half-elves have often been described as a miawy point between human and elven beauty, so a half-human-half-elf is more along the lines of a handsome or beautiful human with somewhat pointy ears. To an elf, they'd look ugly with rather puny ears.</div>
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Most importantly it was really fun to design his outfit, particularly the designs of silver and padding on his luxurious buttoned doublet.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJf3Yx0k7pn5RPQutRcf3bHOnHIV4hTt6WfTgynjnFoKyBpa26PysVqYGL7ySzKFYBLJTggQvWInLOCi4ezy2NT-u1xSCNKmuORPxPeD9b20LFUrwB7zeuerLI_M4lY39BnpjkPc8yAhU/s1600/Varthen_Presentation_0004.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="630" data-original-width="947" height="424" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJf3Yx0k7pn5RPQutRcf3bHOnHIV4hTt6WfTgynjnFoKyBpa26PysVqYGL7ySzKFYBLJTggQvWInLOCi4ezy2NT-u1xSCNKmuORPxPeD9b20LFUrwB7zeuerLI_M4lY39BnpjkPc8yAhU/s640/Varthen_Presentation_0004.png" width="640" /></a></div>
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The other fun thing was learning tricks to rig up large pieces of fabric in the absence of ncloth programs. Varthen has two arrangements to make this work: The lower half of his coat has a grid of controls that link to nine different chains of bones while his half-cape is controlled by a single chain of bones much like a tendril coming from his shoulder.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkiOE8wKVZ6TV6cYRssAQOdN3hapH_h0pFtS2D0W1SASYY7HmPF1KpSPit2lS7XqIyR6ZGZrLuGfIopiUp76zHQUGgnpWvp0CUR4UXQo81DXDpUK_m3_mtApr0GuDmWoJAbrySYKDexL4/s1600/Varthen+turnaround+3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="987" data-original-width="1600" height="394" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkiOE8wKVZ6TV6cYRssAQOdN3hapH_h0pFtS2D0W1SASYY7HmPF1KpSPit2lS7XqIyR6ZGZrLuGfIopiUp76zHQUGgnpWvp0CUR4UXQo81DXDpUK_m3_mtApr0GuDmWoJAbrySYKDexL4/s640/Varthen+turnaround+3.png" width="640" /></a></div>
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There was a lot more work than I initially thought but that is part of the learning process. Some of the most fun things to work on were his hair, eyes (which are rigged with a blendshape to dilate), the pattern on his doublet and getting familiar with the rivet tool. Which I've found can be far more than a way to pin an object to a specific point on a mesh.</div>
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With him done, I've had various ideas on my mind where to go next. Such as offering various components for sale like his coat with attached rig or a blank version of his head. But also considering less human characters like dwarves, tieflings or lizardkin.</div>
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Further reading</h3>
<b>Artstation entry: </b><a href="https://www.artstation.com/artwork/N5bkON">https://www.artstation.com/artwork/N5bkON</a>Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-69166652926491053302019-02-18T15:40:00.000-08:002019-02-18T15:45:28.755-08:00Developments with 3D Modelling: Making Clothes, Characters and Accessories<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYRCEu2KXnJLhn2G7OJ19Hle-KoVmkDm5OiqiEB1glkXbmESXmCeiqa00j4t-fAkYBoPSFA9Ek0ri-RI6gXT5WtEWpcKtEJQWfK3fq0Psi68-rX_AK6tLy07Geks-lxzcrTVok3JOckrg/s1600/Sorceror+demo.0000.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="490" data-original-width="737" height="424" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYRCEu2KXnJLhn2G7OJ19Hle-KoVmkDm5OiqiEB1glkXbmESXmCeiqa00j4t-fAkYBoPSFA9Ek0ri-RI6gXT5WtEWpcKtEJQWfK3fq0Psi68-rX_AK6tLy07Geks-lxzcrTVok3JOckrg/s640/Sorceror+demo.0000.jpg" width="640" /></a></div>
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When I started using Zbrush I had no idea what I would be doing with it after my first year. I had gone in with a handful of ideas and creature designs, and yet one of the most interesting uses I've had for it lately is clothes and accessories. But the versatility has been amazing so far.</div>
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The character I have been designing over the past couple of weeks has been mostly of a personal design. A rather newbie sorcerer character I designed for use in Dungeons and Dragons, but made such an impression on me and my friends that I thought why not actually create him in all his adventurer status.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAFRlyvvzeEsRWIZXod9lxT2OlXL9AoJVNqXUVvqjNg87KND1SxeR6ZSWUdG5KnVqg7m5jO8BEOYQ2IzljJnyxC1k1shUrhZpJruoDH0eSEca1XqX-o9NV22IuuKyNUIkwTuUMM04K3BA/s1600/Sorceror+demo.0001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="490" data-original-width="737" height="424" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAFRlyvvzeEsRWIZXod9lxT2OlXL9AoJVNqXUVvqjNg87KND1SxeR6ZSWUdG5KnVqg7m5jO8BEOYQ2IzljJnyxC1k1shUrhZpJruoDH0eSEca1XqX-o9NV22IuuKyNUIkwTuUMM04K3BA/s640/Sorceror+demo.0001.jpg" width="640" /></a></div>
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He had a short existence. Having a few adventures, befriending some lizards before dying twice to the same spell shot twice, but that's how you create memorable stories. You do stuff you don't forget. And as a result it's been hard to get him off my mind even after I've given him an existence in 3D software.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgADiC7gDAUtjxTPX3R0PuDnodfcRARl-u5KGbcvMTbN32MVUfl3T5oZTZx6Ih4s9qwT8TSAl0fYS3Iq0wZChYGmTrYWpur_4aDbZxKy6bwhfleUuZuVkUgfDQUz5icdl3lNF_GDY0iiww/s1600/Sorceror+demo.0003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="490" data-original-width="737" height="424" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgADiC7gDAUtjxTPX3R0PuDnodfcRARl-u5KGbcvMTbN32MVUfl3T5oZTZx6Ih4s9qwT8TSAl0fYS3Iq0wZChYGmTrYWpur_4aDbZxKy6bwhfleUuZuVkUgfDQUz5icdl3lNF_GDY0iiww/s640/Sorceror+demo.0003.jpg" width="640" /></a></div>
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The current model has come a long way. I've been planning to rig him for posing as well as looking into a cost-effective renderer for far more polished images, since my current version of Maya is without Mental Ray. With the practice I've recently had with the other elf, it might only take a couple of days. The most complicated area to work out has been how to rig up the robe, as the version of Maya I currently use is also lacking the use of the Ncloth feature. Which means loose items will need their own rig. Such as The large sleeves (not too difficult) and the coat ('challenge' might be an understatement). But what is lost if I do not at least try?<br />
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To get him to move, that would be very cool.</div>
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In other news, I have had great success in a much fancier version of the character's signet ring. It might be too detailed for a practical model but that's not to say there is no chance it could be used for anything.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpdOAAkiFJJWkEH8xzYowvXkcxnD751nciy-vPaAKksg0eSzlmcg52Jz46CPohghcVCd1aYkFo4HDotVDELKZ0ldCjaN-1TE5Tdml3YHc6QlCq8A1pwusvQFQSvVyHeZXfOhhZ2I_-5S8/s1600/signet+ring+003B.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="687" data-original-width="1175" height="374" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpdOAAkiFJJWkEH8xzYowvXkcxnD751nciy-vPaAKksg0eSzlmcg52Jz46CPohghcVCd1aYkFo4HDotVDELKZ0ldCjaN-1TE5Tdml3YHc6QlCq8A1pwusvQFQSvVyHeZXfOhhZ2I_-5S8/s640/signet+ring+003B.jpg" width="640" /></a></div>
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I've been musing about going public with these designs. Selling pieces of them, or at the very least their templates, as 3D assets. Artstation has over the last few months offered this as a feature in the form of a virtual marketplace. This I think I can do alongside a possible career in custom 3D character models, where I could set up a website to sell these templates, or specific items, as a separate shop.</div>
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The ring is nice, I have had some favourable responses to it. I don't see much harm in offering it ors its template for anyone interested.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJJ8g3bF0X6OENp1__z2mCj8f3ctrA2znudGaFyQZMCMGjvByj7ZkYQdaS734bdDNPVCQ6_8kzoietHNBgoaG4hH1vKi_XDoYYXtlyQJrrR966C_Aa0yJts1TLAD7RlcHKOOLVBmsP12E/s1600/signet+ring+004B.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="687" data-original-width="1175" height="374" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJJ8g3bF0X6OENp1__z2mCj8f3ctrA2znudGaFyQZMCMGjvByj7ZkYQdaS734bdDNPVCQ6_8kzoietHNBgoaG4hH1vKi_XDoYYXtlyQJrrR966C_Aa0yJts1TLAD7RlcHKOOLVBmsP12E/s640/signet+ring+004B.jpg" width="640" /></a></div>
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Alpha maps, hard surface modelling, understanding hardness, It is all building into what I love about the virtual. That feeling that with the right tricks, anything you can possibly imagine is in fact possible! Who knows, I might be able to submit the ring to a 3D printer or plastic moulder and get the accessory (and others) created in real life. Could there be avenue in costume jewellery design perhaps?</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-YNdpL9URBP4JsQsAg_FxYEswCudynrl_J0cFzhYbfUY3Y7p7za63kCqPNQxOsFUHdGJ9t6xUIUzaf-hyKx_SLTdeX6Dqg97Z_8_Fe_eFLyxNV0T4ParqtZyp5UUZxgZM9LmkaJ6Lrvg/s1600/signet+ring+006B.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="687" data-original-width="1175" height="374" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-YNdpL9URBP4JsQsAg_FxYEswCudynrl_J0cFzhYbfUY3Y7p7za63kCqPNQxOsFUHdGJ9t6xUIUzaf-hyKx_SLTdeX6Dqg97Z_8_Fe_eFLyxNV0T4ParqtZyp5UUZxgZM9LmkaJ6Lrvg/s640/signet+ring+006B.jpg" width="640" /></a></div>
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The ring does have an existence in Maya. I had to replicate the shader in Maya as it did its properties translate well when transferring between the two programs. But it still has its shine. Good gold is not an easy material to mimic.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2yJ5JqS0eMw8m5_dZlpk7fUH4TYC92oRUpZ9DLigrim2r5CJyET_nqkW9s9faoUIugKupBsOFuIR6pgwcvl4kYR1ZwfLf13k60dAhGi7I26eHsSPkCX506kHZejaFvEXrTKvCvfJ4meI/s1600/signet+ring+002.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="687" data-original-width="1175" height="374" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2yJ5JqS0eMw8m5_dZlpk7fUH4TYC92oRUpZ9DLigrim2r5CJyET_nqkW9s9faoUIugKupBsOFuIR6pgwcvl4kYR1ZwfLf13k60dAhGi7I26eHsSPkCX506kHZejaFvEXrTKvCvfJ4meI/s640/signet+ring+002.jpg" width="640" /></a></div>
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Detail shots of the signet ring can be found on the Artstation submission: <a href="https://www.artstation.com/artwork/v1EaqA">https://www.artstation.com/artwork/v1EaqA</a>Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-8395187235714666172019-02-13T16:21:00.000-08:002019-02-13T16:21:41.911-08:00Character Modelling Experimentation<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgF-HooL6-4SJt9mwgKkD1wSF0kZkUhDANvmSLgKgYTyLbY5NK3jgq7Y_W0YpzSPLKjBy8_EyRTzQQBOSxCvK7XxWG7Jf3HvkZZ7aSmLgvRrJMskY-zm3MFXa44bT3t11aErmYxhyyvgzs/s1600/Varthen+10.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="846" data-original-width="1136" height="476" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgF-HooL6-4SJt9mwgKkD1wSF0kZkUhDANvmSLgKgYTyLbY5NK3jgq7Y_W0YpzSPLKjBy8_EyRTzQQBOSxCvK7XxWG7Jf3HvkZZ7aSmLgvRrJMskY-zm3MFXa44bT3t11aErmYxhyyvgzs/s640/Varthen+10.jpg" width="640" /></a></div>
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When combined with Maya, the possibilities of Zbrush have been bonkers. I've been working fervently for a few weeks now on a character model that is taking shape to the point it is just about ready for rigging. I have lately been far more comfortable painting, texturing and drawing in 3D than I have in 2D, and I think it was mostly an issue of how to make light fall on a body.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlys8xwhUfjA9HXs9N700YebmwClyTlKa7UUbvSLUU6sOLqtFX2X-F25VnlBQysA8NrHLKrizHql_cCQss28ZNhuJRKSNkM3PJgQD6-xc4N4bt1MxjaxXo_V82W_wppSmxhUrHgbHcFhk/s1600/Varthen+13.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="846" data-original-width="1136" height="476" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlys8xwhUfjA9HXs9N700YebmwClyTlKa7UUbvSLUU6sOLqtFX2X-F25VnlBQysA8NrHLKrizHql_cCQss28ZNhuJRKSNkM3PJgQD6-xc4N4bt1MxjaxXo_V82W_wppSmxhUrHgbHcFhk/s640/Varthen+13.jpg" width="640" /></a><br />
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I have struck conversations with people online, in public and among friends about taking these skills as a custom design service. Modelled and rigged characters (player avatars initially, but also potentially monsters and bosses) offered alongside a storefront selling templates and props. Going in this direction I feel has been an enlightening experience in designing not just people, but also textures, objects and clothing. As well as various translatable tricks.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLDOWTzwa5S1nKKpPWdWytZ7apptjgTKkD9nuks0onZT8xAjESVL-LUYXcbKT08C8xPE1fM1X3fRtuWt0esXvMyDNz_xwBXk8MqcUIB-DwQQIksLIHNxIcnIutCFLlWMuovL2Zm3vwGt4/s1600/Varthen+12.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="846" data-original-width="1136" height="476" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLDOWTzwa5S1nKKpPWdWytZ7apptjgTKkD9nuks0onZT8xAjESVL-LUYXcbKT08C8xPE1fM1X3fRtuWt0esXvMyDNz_xwBXk8MqcUIB-DwQQIksLIHNxIcnIutCFLlWMuovL2Zm3vwGt4/s640/Varthen+12.jpg" width="640" /></a></div>
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One of the most interesting experiments was in a custom alpha for a 3D brush. I am unsure if I could have done it freehand, but using Photoshop was pretty interesting for creating a 'stamp' set upon a model. If nothing else, these past two weeks have been an interesting foray into advanced 3D modelling tricks.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOajXU9CR7xA-Z-WFCiKV6qz1F8za826TVnWAGxhS-MyZcnm1M3C2asUQYNL2GcEZFUusz4_yCByDhobzBolFTaBa9Nc2a8aFDJw4EQKm9OowIduTmqEcXnBz2b-qc7jWbdNduTM8TT1E/s1600/Signet+Ring+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="846" data-original-width="1136" height="476" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOajXU9CR7xA-Z-WFCiKV6qz1F8za826TVnWAGxhS-MyZcnm1M3C2asUQYNL2GcEZFUusz4_yCByDhobzBolFTaBa9Nc2a8aFDJw4EQKm9OowIduTmqEcXnBz2b-qc7jWbdNduTM8TT1E/s640/Signet+Ring+2.jpg" width="640" /></a></div>
<br />Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-10960857138513982592018-11-13T16:27:00.000-08:002018-11-13T16:27:32.327-08:00Four Redone: Building a Better Base<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjclm8zzttHI3g9IOuQfkl_BYT-qkmF272fC3JBEfhxG7mUAi9i_imx2iJNwWzTFHw8ZG66NOubnxsHPfmQauYFHRAvnQ9fnwoc1rS6T6nBYZw-0bnP_IpLwNYCWdmHyBFULRVXwJ_NcwU/s1600/Corridor+redesign+016.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="701" data-original-width="1257" height="355" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjclm8zzttHI3g9IOuQfkl_BYT-qkmF272fC3JBEfhxG7mUAi9i_imx2iJNwWzTFHw8ZG66NOubnxsHPfmQauYFHRAvnQ9fnwoc1rS6T6nBYZw-0bnP_IpLwNYCWdmHyBFULRVXwJ_NcwU/s640/Corridor+redesign+016.jpg" width="640" /></a></div>
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The last couple of weeks I have felt invigorated to return to developing my first proper story. Which so far has played out in the for mof a revision to the environments I had designed originally. With confidence I've found I am much more confident creating detailed models while also playing around with tricks to get the look just right. Right now the main work has been on the texturing for leather and some of the walls. Some of these kits were arranged to share textures for ease of rendering.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7ga2DQaW8m_z_Fd2V3-o2MrFutEDYgfDUdRHEC05Dwi4QxjfY609GsgIprcExwmFN7cyU-r96l7xy2A-kpUMx85lEtNQXUVgIDS8KQ7IQO-MeV3zdQ8sN1AfktCrOGQwfpmjf0_zn7Rc/s1600/Corridor+redesign+017.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="701" data-original-width="1257" height="355" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7ga2DQaW8m_z_Fd2V3-o2MrFutEDYgfDUdRHEC05Dwi4QxjfY609GsgIprcExwmFN7cyU-r96l7xy2A-kpUMx85lEtNQXUVgIDS8KQ7IQO-MeV3zdQ8sN1AfktCrOGQwfpmjf0_zn7Rc/s640/Corridor+redesign+017.jpg" width="640" /></a></div>
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It has also been a time for inspiration. Today came flooding with ideas on what the chambers such as the biolab could look like with a little bit of polish and planning. I had strong inspirations from <i>2001 A Space Odyssey</i> with this approach, which could give a lot more character to Ceti Base's airlock and layout even if the design will also be staying mostly true to that 1960s and 1970s space aesthetic.</div>
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This time around I definitely plan to add a few more doors so the whole place doesn't feel like a series of tunnels. Maybe some furniture for the airlocks like spacesuit racks or some corridor furniture like trolleys or scattered cables. I'll look into that. For now the priority has been on a look for the rooms themselves.</div>
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I'm planning to keep at least some of the basic layouts.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQSnbWopQjPpntt2W6DENE08EHif6xsW6CyAEyMqhLaD5CPjcocT3e7gw4cKP5hZIRFQUy3zrLQGw_JywwenT_pJ8Bmpsx9GBmCUibkdTWwl8Ri-OR6XhKG63yXgd2xn48zY81sy661AE/s1600/IMG_20181113_0003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1155" data-original-width="1600" height="462" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQSnbWopQjPpntt2W6DENE08EHif6xsW6CyAEyMqhLaD5CPjcocT3e7gw4cKP5hZIRFQUy3zrLQGw_JywwenT_pJ8Bmpsx9GBmCUibkdTWwl8Ri-OR6XhKG63yXgd2xn48zY81sy661AE/s640/IMG_20181113_0003.jpg" width="640" /></a></div>
<br />Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-66694046838368400972018-11-11T14:44:00.001-08:002018-11-12T01:34:29.717-08:00Media Reviews: Demons of the Punjab<div style="text-align: justify;">
<i>Forward: It has been honestly years since I last posted something on this site. I want to thank everyone who has been curious despite the inactivity, and with some recent vigor this might change. Time to bring back something that was once a ritual for me with a review.</i></div>
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For most of my life I've always found science fiction to be one of the most magical of genres. From the medieval space adventures of <i>Star Wars</i> to the FTL-less explorations of space of <i>Leviathan Wakes</i>. Hard or soft, plausible or magical, whether Star Trek has been a wagon train to the stars or Stargate with more space ships, science fiction has had a rather unique position in the cultural sphere.</div>
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This is what particularly hit me with tonight's Doctor Who episode <i>Demons of the Punjab</i>.</div>
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First off, I can already imagine some might see political commentary in this episode. I've kind of had my head in American politics for a while and I can see the episode's mention of "angry men on the radio" speaking of something seen in divides on both sides of the Atlantic Ocean. This is something the latest season of Doctor Who has been doing though I personally though find this is one of the strongest series to date. Despite the messages laid within we've had some a very compelling and emotionally gripping stories.</div>
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It goes without saying, if you have not seen the episode then I'm going to be dropping a few spoilers.</h4>
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<a href="https://ichef.bbci.co.uk/images/ic/976x549_b/p06qxd48.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="800" height="360" src="https://ichef.bbci.co.uk/images/ic/976x549_b/p06qxd48.jpg" width="640" /></a></div>
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<i>Sample 1: So far the series has been in plenty of remote locations. But this has its advantages. [BBC, 2018]</i></div>
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This episode is set in Lahore as the Partition of India gets underway. It's 1947. The separation of Pakistan from India after tension between Hindus and Muslims reaches a boiling point. The British Empire is waning, only just starting to recover from the Second World War while memories of famine remain fresh on local minds. But a lot of these tectonic shifts are largely in the background for the episode - the partition is explored by the Doctor's Pakistani-British companion Yaz discovering her grandmother's husband was a Hindu, and the division this creates with her grandfather's younger brother, a staunch Indian patriot. About halfway through the episode, it is brought up that this younger brother has his head deep in the revolutionary words spoken over the radio. He doesn't say any creative slurs (which has been all too easy in modern political discourse), but he does make it clear his vision for his country does not include his Muslim neighbors. Not only that, but while angry radio voices are mentioned, it isn't argued if these voices are right or wrong in what they say.</div>
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Fear and anger can spur people to do terrible things. As we find out.</div>
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Science Fiction, for me, is at its best when its story is three things: Mindful of the past, thinking of the future, and observant of the present. Some of my favourite stories in science fiction use the past or the future to hold a mirror up to the present. The Partition of India was not pleasant, there was a lot of unrest with the establishment of these two nations. Lives were lost, blood was shed along the new border, but <i>Demons of the Punjab</i> never shows this. Not even at the climax when history's course reveals itself do we see a life lost on screen. The unrest is invisible yet its effects are a driving force of the plot. When we discover it was not the visiting aliens who killed a local holy man, but a man who believes he is doing what is right. Two thirds of the way through, the demons in the title are implied to not be the visiting aliens, but human beings who would make their neighbors to be monsters to build their vision of a brighter future.</div>
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Having grown up in a household with rich thoughts on the wars, what comes to mind for me when Yaz's grandfather tries to talk sense into his brother are accounts in the Great War where soldiers of both sides came to realise the enemy weren't so different from themselves. This is something at the forefront of my mind, especially as on this particular celebration as the London ceremony was graced by the president of Germany. At the ground level, whatever your leanings be they spiritual, social or otherwise, the ones who think or sit differently likely have the same problems you do. Others may disagree with your ideas, but that does not make them something to remove.</div>
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The story is not all about political division and the atrocities which can be committed in the name of a righteous vision. At first it seems like the "demons" of the episode are the aliens. Which the Doctor describes as an ancient race who have molded themselves into the perfect assassins (which makes them peers of the Weeping Angels and the Carrionites). Turns out these assassins reformed after finding themselves on the verge of extinction. what is left now wander time and space collecting imprints of people who have died alone. They didn't come because Earth was special or that they had an interest in someone important. Yet they were very civil once their true nature was revealed, which just goes to show that a dreaded reputation does not mean you are dealing with heartless monsters. On the day the participating nations of two devastating wars take time to remember the fallen, it warms the heart to see a group who would trek across space and time to do the same for everyone who has ever lived or shall live. Not just soldiers or those in service, but everyone who departs out of reach of those who care about them.<br />
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<a href="https://ichef.bbci.co.uk/images/ic/976x549_b/p06rf6f7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="800" height="360" src="https://ichef.bbci.co.uk/images/ic/976x549_b/p06rf6f7.jpg" width="640" /></a></div>
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<i>Sample 2: Not all which is alien are monsters. Not all monsters are alien. [BBC, 2018]</i></div>
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The eleventh of November is a time to remember those who gave their lives to protect their homes and their families. Risking everything but getting caught up in the maelstrom of war. The catalyst was a war to end all wars that ended nothing. The soldiers who fought in it do not choose who to fight, and the ones they are set up to oppose are probably no different from they are when you strip away ideology or higher-level principles.</div>
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<i>Demons of the Punjab </i>held a mirror to what we're doing to ourselves right now, but it was also a welcoming tribute to those who gave their lives to protect those they cared about or those who helped the unfortunate, who in their final moments had no one beside them. Offering a light that maybe we are not alone in this remembrance. However your Sunday has been, remember this as a day of remembrance of all the fallen for all the nations.<br />
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Image Sources</h3>
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<li style="text-align: left;">1: BBC, 2018; [<span style="text-align: center;"><i>So far the series has been in plenty of remote locations. But this has its advantages.</i>]; image name: p06qxd48.jpg available at </span> <a href="https://ichef.bbci.co.uk/images/ic/976x549_b/p06qxd48.jpg">https://ichef.bbci.co.uk/images/ic/976x549_b/p06qxd48.jpg</a> (last accessed 11th November, 2018)</li>
<li style="text-align: left;">2: BBC, 2018; [<i>Not all which is alien are monsters. Not all monsters are alien.</i>]; image name: p06rf6f7.jpg; available at <a href="https://ichef.bbci.co.uk/images/ic/976x549_b/p06rf6f7.jpg">https://ichef.bbci.co.uk/images/ic/976x549_b/p06rf6f7.jpg</a> (last accessed 11th November, 2018)</li>
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Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com2tag:blogger.com,1999:blog-1266197528100810278.post-16270407413672216112018-05-29T03:47:00.002-07:002018-05-29T03:47:43.485-07:00Back to Basics with Digital Drawing<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB5aRx-a8Bvb3Uf2SZSC-A25r6fRxbgozOK_TEtrUDlWXzMfP2WAz1GcFKlyjaWytoM6c9-bNAx1_N0TWTkDAbg0P8S8B84lGyM-FOHofn7Vg68fImHNXyBcSJwLO_Sl9iXaTBJV443xQ/s1600/First+Contact+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="1600" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB5aRx-a8Bvb3Uf2SZSC-A25r6fRxbgozOK_TEtrUDlWXzMfP2WAz1GcFKlyjaWytoM6c9-bNAx1_N0TWTkDAbg0P8S8B84lGyM-FOHofn7Vg68fImHNXyBcSJwLO_Sl9iXaTBJV443xQ/s640/First+Contact+2.jpg" width="640" /></a></div>
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I've been going back to basics lately with my drawing skills. I've had a nagging feeling for honestly quite a while that my colour depth palette has been rather muddy. I've noticed I get lost in getting the shade just right at the expense of how clear the composition is. So, back to basics; getting familiar with the essentials of blocking colour first before moving on to tackling light and shadow.</div>
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After all, many projects are 20% crunch, 80% cruft. You want to get that 20% foundation right or the whole thing just doesn't work.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0Q7dsToKAt7cLMwsg1qO5lAAXdFJPMR20dfsopqdl0zREoJYocs0njDBY8SHwPQdifpYCe9iIFypKZ5gFlWtygoXtoYTwJHmENeHomviz5-Mj2wZn5a81CUVry_Zpq190bKfFTO-vdps/s1600/Uriel+Heroic+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="1600" data-original-width="1143" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0Q7dsToKAt7cLMwsg1qO5lAAXdFJPMR20dfsopqdl0zREoJYocs0njDBY8SHwPQdifpYCe9iIFypKZ5gFlWtygoXtoYTwJHmENeHomviz5-Mj2wZn5a81CUVry_Zpq190bKfFTO-vdps/s640/Uriel+Heroic+2.jpg" width="456" /></a></div>
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This new approach I feel has also given me a chance to back away from relying on dark lines to delineate shape. The pictures I have been drawing lately have been moderately popular on Reddit which is good for exposure. I'm getting plenty of feedback and starting plenty of conversations about what I've been working on. It could be some time before I'm back to full-shade digital painting like I've been doing before: I'm taking this one step at a time, so when I am ready to start adding shade again I am definitely ready.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGhUI2tfkuv6GpCl6FTdgAipuaeGk275ENFJBIhcL1e0kDBrvJbZRZSAT0T9pOWtmAI108vkEGKKJ-rlnGP6kMPV4Dby5tXTqEmoMS79lR76AuIRZ-2GV4NM-mbO9B8WfNco8IqKpDCq8/s1600/Uriel+Retinue+02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1029" data-original-width="1600" height="410" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGhUI2tfkuv6GpCl6FTdgAipuaeGk275ENFJBIhcL1e0kDBrvJbZRZSAT0T9pOWtmAI108vkEGKKJ-rlnGP6kMPV4Dby5tXTqEmoMS79lR76AuIRZ-2GV4NM-mbO9B8WfNco8IqKpDCq8/s640/Uriel+Retinue+02.jpg" width="640" /></a></div>
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Moving away from the same old character subject, I've experimented with map design using Adobe Illustrator. I've found it and PDFs amazing for condensing enormous images into something I can easily send to clients. When I tried buildign something like this on Photoshop, it would slow my computer down as the images, plus layers, might be over a gigabyte in size. Which my computer did not like.</div>
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But it was mostly fun to try map-making, which I have found to be an amazing way to build a setting as they say you can tell a lot about a place by reading into how the local inhabitants drew their maps.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgak81lt7Xz1rgLIyXnZzNA_dB4209GZihnjG3z9uQq_3WhXN3en6M2NDCjM-1zctLrOQUcYXVeg2DruZ2KaXYIv9m7hlglfW0zhr6RhsS-AIdfQg3FfEpfYv2m7HUB_ARk8rvQP6VmePY/s1600/Andromeda+Galactic+Map-2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1445" data-original-width="1600" height="578" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgak81lt7Xz1rgLIyXnZzNA_dB4209GZihnjG3z9uQq_3WhXN3en6M2NDCjM-1zctLrOQUcYXVeg2DruZ2KaXYIv9m7hlglfW0zhr6RhsS-AIdfQg3FfEpfYv2m7HUB_ARk8rvQP6VmePY/s640/Andromeda+Galactic+Map-2.jpg" width="640" /></a></div>
<br />Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com1tag:blogger.com,1999:blog-1266197528100810278.post-41463838881938762902018-05-13T03:03:00.001-07:002018-05-13T03:03:40.790-07:00Finalist nomination: Red and the Kingdom of Sound<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAZK-QfnRUtAzjmffEZDuG_R00TvF8Y7vOY5SkWqm1KtjWFrnkl3nEYgAO0p1sHam3GIgisExQt30nn-QPrq-CO489x2W7jRsP79D3e1AIxzi9lAtQ8QBoUT1Jk2NC29s6c4sBQpFi9_0/s1600/Finalist+Cannes+%25281%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="675" data-original-width="1600" height="270" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAZK-QfnRUtAzjmffEZDuG_R00TvF8Y7vOY5SkWqm1KtjWFrnkl3nEYgAO0p1sHam3GIgisExQt30nn-QPrq-CO489x2W7jRsP79D3e1AIxzi9lAtQ8QBoUT1Jk2NC29s6c4sBQpFi9_0/s640/Finalist+Cannes+%25281%2529.jpg" width="640" /></a></div>
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Word on the grapevine is that Red and the Kingdom of Sound, the animation project I contributed to back in the second half of 2017, has been named a finalist of the 2018 Le Petit Cannes film festival. I wasn't in attendance, as I was but a humble animator on the project and it was the district and project leads who got to tour Europe with the film. But it is wonderful news to hear that the final outcome did so well at Cannes and is being so well received across the continent and beyond.</div>
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Win those accolades Red! It was an amazing experience and a beautiful project to lend a hand with and I couldn't be prouder of being a part of making this massive accomplishment happen.</div>
Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-7085093006895719852018-05-01T14:30:00.000-07:002018-05-01T14:30:08.640-07:00First Week with Zbrush<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1sCgUEDPixpHBNj9YUNFkaE9HO5naZU3GA0gmnPm0_K7XqyW_oJ_rZEiRQJN6XBDrxA-MdmC3AINIbjMNyvYC9tIiEUFB_cHYBdy6Yfzn7WOF1FY-xUz4sgG-A5b1lL3gfyjZ_EPI-Nw/s1600/RadeonSculpt+2b.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="821" data-original-width="1128" height="464" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1sCgUEDPixpHBNj9YUNFkaE9HO5naZU3GA0gmnPm0_K7XqyW_oJ_rZEiRQJN6XBDrxA-MdmC3AINIbjMNyvYC9tIiEUFB_cHYBdy6Yfzn7WOF1FY-xUz4sgG-A5b1lL3gfyjZ_EPI-Nw/s640/RadeonSculpt+2b.png" width="640" /></a></div>
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The past week or so I've been experimenting with Zbrush. It's quite advanced compared to Mudbox and I can see why a lot of studios are asking for experience with it. It's versatile, complex, and I've found I can get an outline of something after about half a day of working.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7Y6iIkQW8jYzct7j3yR9Nsr5-c-kGL6iE9jllopncElpV6KzuJmdZWhkH-SjQiA5EP-a6L2A-aC8i3cD2w9Ij9RIfn6r1OgAhhHsGMqKq9qY5uOsXayHGv3aYmx-y1Jy-dNAEzTVk2UU/s1600/RadeonSculpt+2a.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="852" data-original-width="1506" height="362" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7Y6iIkQW8jYzct7j3yR9Nsr5-c-kGL6iE9jllopncElpV6KzuJmdZWhkH-SjQiA5EP-a6L2A-aC8i3cD2w9Ij9RIfn6r1OgAhhHsGMqKq9qY5uOsXayHGv3aYmx-y1Jy-dNAEzTVk2UU/s640/RadeonSculpt+2a.png" width="640" /></a></div>
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So for now I've mostly been trying to see what I can make out of a single ball. As I had hoped, my experience with Mudbox translated well. I've yet to try texturing, that's going to be something of a later stage experiment.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh20JIf1VMvsJ0RSlUHzPxpd-VecdhAEamtWF7KQkwX0AnfoFLEbahLGHZQpwhFAe7WbRgnI1oHBrVaKUmbgnqbLaMglFofjlTME1aI-cv3cfUuHMxr6kTL1-C_Dnkw41JZY8ZHtz_dZZ8/s1600/AlexValeryModel002.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="755" data-original-width="785" height="614" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh20JIf1VMvsJ0RSlUHzPxpd-VecdhAEamtWF7KQkwX0AnfoFLEbahLGHZQpwhFAe7WbRgnI1oHBrVaKUmbgnqbLaMglFofjlTME1aI-cv3cfUuHMxr6kTL1-C_Dnkw41JZY8ZHtz_dZZ8/s640/AlexValeryModel002.jpg" width="640" /></a></div>
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Considering how long it has been since I last touched sculpting software I was slightly surprised at how well I was able to create a face I've had people describe as handsome and good-looking, That's likely a very good thing when this is my first attempt at human features and started out with a generic template head. The drawing classes msut have contributed considerably to that.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwgqwpFWXyPBwti_A-VZtLBFAxcpBquNbtptoHsVCN8kx95veEKBzV2vebMcBZMYC-Bn9A-lVW5hjnHzGc8UO0ixceS-qCBrA8eyeo4uMuu6mIq0Aj4mYj7ygFyLsNmzbKWrzCrNLrDUw/s1600/DrakSketch03.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="847" data-original-width="1336" height="404" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwgqwpFWXyPBwti_A-VZtLBFAxcpBquNbtptoHsVCN8kx95veEKBzV2vebMcBZMYC-Bn9A-lVW5hjnHzGc8UO0ixceS-qCBrA8eyeo4uMuu6mIq0Aj4mYj7ygFyLsNmzbKWrzCrNLrDUw/s640/DrakSketch03.png" width="640" /></a></div>
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Overall, I've enjoyed the product so far. Really glad I invested in it. I've already been asked by friends if I could sculpt their own characters with this, which means I'm either appealing to eager friends or I might have a creative skillset I can really sell.</div>
Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-15040992269678538642018-04-09T17:12:00.000-07:002018-04-09T17:12:11.311-07:00Megacity Skyline and Structures<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixw-86N955PAXB2dqX1YAQpM88ykbZqyV1pTS7Eno17vufX1QST0D4H1ydSJ1zf04HjqIK9hX22SGmLrAeIlATaL2v7kdxoOy7u2h99aAw3hwLeQs_CHbuoVVhvbRb6VEAwlKQINtMLSg/s1600/Dralathos+street+view.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="1600" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixw-86N955PAXB2dqX1YAQpM88ykbZqyV1pTS7Eno17vufX1QST0D4H1ydSJ1zf04HjqIK9hX22SGmLrAeIlATaL2v7kdxoOy7u2h99aAw3hwLeQs_CHbuoVVhvbRb6VEAwlKQINtMLSg/s640/Dralathos+street+view.jpg" width="640" /></a></div>
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Getting back into design I had the incentive to look at a few building ideas. Although for experimentation I might try something more...familiar. Artstation has a new challenge going on so I might try that, get some practice looking to the days of the Old West.</div>
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It'll be far less monolithic than this weekend's drawing, far less colossal but as a period before the kind of construction we know today it's also an avenue for more characterful architecture.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfEwLVzpiMB1zoR1TDfe-LfQpw86XuRd2Gmv_uHyp_a-Smui7Fgju3lZFSsdR7KfXsLOP-Ll5Dfm0yLx7hoF34V1jclqgUPqrLc8U6nIWcd7rA4dDoLQ37Vuesa2UXssg3BfoXr98F9YU/s1600/Dralathos+buildings.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="775" data-original-width="1600" height="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfEwLVzpiMB1zoR1TDfe-LfQpw86XuRd2Gmv_uHyp_a-Smui7Fgju3lZFSsdR7KfXsLOP-Ll5Dfm0yLx7hoF34V1jclqgUPqrLc8U6nIWcd7rA4dDoLQ37Vuesa2UXssg3BfoXr98F9YU/s640/Dralathos+buildings.jpg" width="640" /></a></div>
<br />Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-19095050068496600132018-03-30T14:44:00.000-07:002018-03-30T14:44:29.118-07:00Personal: Monsters Misfits and Serpents<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7Oj8zJbb0S5EccN9CTfdUEftwly1mgqgV2mi4Zrsn7R6IXIwednRR3k_2Rnq_E6CnSNRgw_cx5_94klJbU4PyMBV7etxv2HoqwWOv-7oeFz_6nsPxI1UZqOUXcGZLm1hlZmCAcFQWuEk/s1600/Core+worlds+aliens+2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="932" data-original-width="1600" height="372" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7Oj8zJbb0S5EccN9CTfdUEftwly1mgqgV2mi4Zrsn7R6IXIwednRR3k_2Rnq_E6CnSNRgw_cx5_94klJbU4PyMBV7etxv2HoqwWOv-7oeFz_6nsPxI1UZqOUXcGZLm1hlZmCAcFQWuEk/s640/Core+worlds+aliens+2.png" width="640" /></a></div>
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I promised myself I'd try something a little more alien and out there and for the most part I think I'm on the right track.some of these still have that dinosaur DNA but others (my particular favourites of this being 3, 5 and 9) are more bizarre, more something unknown.</div>
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I believe there is enough character in each of these to tell a story for each one. What they are like to speak with, what their tastes are, maybe even what they consider to be artful or in good taste. I've grown to like turning rough shapes into creatures, a few of these I had a clear picture in mind but others started off quite vague and abstract. 9 I believe was quite random to begin with and some unexpected things came out of 5's outline.</div>
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At a pinch, it is possible that all or most of these could exist within the same universe, perhaps under the same banner.</div>
Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-11421354475414359862018-03-29T14:57:00.002-07:002018-03-29T14:58:46.381-07:00Personal: Signing off an Old Design<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3aVrZuLa5m4uiE5gNYICQWUpmJzVjzgic7jv1j3Yg_Yi1pgfJx5QtZx7cerqbN6ouEVFoSWnZEMxmsEBWjwbGaDeAML4egrRT_FL_Ed492i4kFhjhhbW-39P3utw6IOySnBDHrLvRAjs/s1600/Star+Serpe+pres+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="798" data-original-width="920" height="554" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3aVrZuLa5m4uiE5gNYICQWUpmJzVjzgic7jv1j3Yg_Yi1pgfJx5QtZx7cerqbN6ouEVFoSWnZEMxmsEBWjwbGaDeAML4egrRT_FL_Ed492i4kFhjhhbW-39P3utw6IOySnBDHrLvRAjs/s640/Star+Serpe+pres+2.jpg" width="640" /></a></div>
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Circumstances on my end has calmed down a little, as March was a very busy and unexpected month. So as way of an unwinding I went back to an old favourite of mine. The way I keep drawing something similar suggests one of two things: Either I have run out of ideas for modifications, or I have hit upon a final design, long time coming this is true. But that means one part is out of the way for something potentially more fun and creative to explore:</div>
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Costumes!</div>
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The other good sign is I've shown this pose to a few friends and they said it looked "noble," "majestic" and "regal" which is what I'm largely going for. With the icons out of the way, I can approach something more out-there or alien with a clear head and a confident approach now that one of the more major designs in my head feels settled. I need ot get my head out of this one design and into the more weird and wonderful world of other aliens and monsters .</div>
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It should be a more wild endeavour from here on out.</div>
Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-1673009367959784882018-03-19T15:51:00.001-07:002018-03-19T15:51:37.829-07:00Personal: Heart of an Empire<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPVIyQ5Jr-7Rqj2zPPvJQnO59doDCxUZp1X2Gh7UphlYCDs29rpNWNqHQyyhXrLtfPhrueVMMKoeTRooiq2o1XdfoeDPGrb5APDjiFEO3f5uro35oBMTp_fif1VMShgcPyZV_CpC7z9Cg/s1600/Alcanti+Orbit+Presentation+1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="1600" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPVIyQ5Jr-7Rqj2zPPvJQnO59doDCxUZp1X2Gh7UphlYCDs29rpNWNqHQyyhXrLtfPhrueVMMKoeTRooiq2o1XdfoeDPGrb5APDjiFEO3f5uro35oBMTp_fif1VMShgcPyZV_CpC7z9Cg/s640/Alcanti+Orbit+Presentation+1.png" width="640" /></a></div>
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I've wanted to get back into creating with Maya now that I am in a more confident place at home. It was a surprising lesson these past couple of months how your environment can influence your motivation. Bygones are bygones now, and I want to get back into my A-game. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtirI2U-Ttskd-kABTDD0SIHWCLwNRm-QcTy9EAQt8uu6i5-LlKHYDAQolKB4Jjwrc_XwbBMYT8EbRfaBZdM2-V1jpASMETbvMG5QgdHTQ-diTH2ihTPmo-BGXy88L6FO4PgGJBtRrCfY/s1600/Alcanti+Orbit+Presentation+2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="1600" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtirI2U-Ttskd-kABTDD0SIHWCLwNRm-QcTy9EAQt8uu6i5-LlKHYDAQolKB4Jjwrc_XwbBMYT8EbRfaBZdM2-V1jpASMETbvMG5QgdHTQ-diTH2ihTPmo-BGXy88L6FO4PgGJBtRrCfY/s640/Alcanti+Orbit+Presentation+2.png" width="640" /></a></div>
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I've been tweaking and polishing this planet today, making the city lights appear more convincing and giving substance to the ring around it (a discussion session online suggested to me their old distance might risk exposing visitors and occupants to <i>highly</i> lethal levels of radiation. I suppose high-tech science fiction shielding could protect them, and there was even a suggestion the ring-builders could have found a way to clear the radiation belts, but that distance was also impractical for ferrying freight and commerce, which benefits from a low-hanging belt. Shorter transit distances and all that.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8i0gBqaMAYl_mr2962L2drZFR8u-6M-DeaegaUQ2KK4XyxEHFF7JSfeEPgusO2FTptxVnZ3-OA7S6O3FPlA8EekbQjbw5p9FTp58mDTtPLmvebuZEdxiDy8rFxKtICn42tOpVN9KAtY4/s1600/Alcanti+Orbit+Presentation+3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="1600" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8i0gBqaMAYl_mr2962L2drZFR8u-6M-DeaegaUQ2KK4XyxEHFF7JSfeEPgusO2FTptxVnZ3-OA7S6O3FPlA8EekbQjbw5p9FTp58mDTtPLmvebuZEdxiDy8rFxKtICn42tOpVN9KAtY4/s640/Alcanti+Orbit+Presentation+3.png" width="640" /></a></div>
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I thought about adding more than one ring because the engineers would not be limited to one orbital structure, and could hang more off the first (maybe even, fur, five, or ten!) And even this massive ring might have its limits for a civilisation connected to millions of other planets. So like any ground project, the infrastructure could have been expanded in times past to meet increasing demand.</div>
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If I ever get this animated, it could be fun to surround the planet with dancing particles that represent hundreds to thousands of incoming and outgoing starships. Watching The Expanse lately I've been enamored with the introduction sequence, particularly the streaks of light that represent 100 years of interplanetary shipping and the timelapses showing urban growth and the great projects undergone in the series' backstory.</div>
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I believe the Expanse has been one of my major influences regarding this project. Studying satellite photographs of the Earth at night helped a lot in building a convincing night-time illumination.A place can be as much a character as a person or an object, it's all about knowing how to convey that story without words.</center>
Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-75389728748812690692018-02-25T16:15:00.000-08:002018-02-25T16:15:30.255-08:00Mosquitro Redesign: The Needle<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwSbwDkExeyGTPtXeM2YSrz6sdMQqhZExb3dggJk9AbeRBCePcdD6mCjGobaUMUzIQsfcNRZfwjPD44f1mm3000-5ZwoiNwBDHLhDfN4txXEtu7TBvM4hdKfOjFGnsWHd2g2tBF5gsuOs/s1600/Model+Remake+018.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="705" data-original-width="1274" height="354" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwSbwDkExeyGTPtXeM2YSrz6sdMQqhZExb3dggJk9AbeRBCePcdD6mCjGobaUMUzIQsfcNRZfwjPD44f1mm3000-5ZwoiNwBDHLhDfN4txXEtu7TBvM4hdKfOjFGnsWHd2g2tBF5gsuOs/s640/Model+Remake+018.png" width="640" /></a></div>
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I spent some time today modifying the head of my mosquito model. After adjusting the lenses so the pole would be pointing outward, the whole shape appeared to nestle more smoothly into the gap designed for it.There was some adjustment needed but these were only a few tweaks. There does appear to be a fair amount more flow, however as the geometry for the eyes runs more in line with the cavity for the head..</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEadBYbqsl_hwh1OgOfr0X26pelANm-ZQas9AAQBPabgdYr0MeQZFAmdIyvZDrBx8qIHXK7UYMzMj2bNZgYyVdwxiVcTJc7hxRh8KKC85jDZRdvKce0MI3rLukvWYX2KKPx0Qsm1cPD04/s1600/Model+Remake+017.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="705" data-original-width="1274" height="354" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEadBYbqsl_hwh1OgOfr0X26pelANm-ZQas9AAQBPabgdYr0MeQZFAmdIyvZDrBx8qIHXK7UYMzMj2bNZgYyVdwxiVcTJc7hxRh8KKC85jDZRdvKce0MI3rLukvWYX2KKPx0Qsm1cPD04/s640/Model+Remake+017.png" width="640" /></a></div>
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The next big challenge was the port for the mosquito's proboscis, which in the mechanical model would function like a powerful injector. I had a stroke of inspiration that the port would open up like a flower. The mechanisms for this however, might require some thinking as the needle would either push these petals out or they'd open out in preparation for the needle extending..</div>
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The model is quite detailed, so I am planning to look into making a normal map for a simplified model for more full-body shots of the vehicle.</div>
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<br />Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-82079228082181926812018-02-14T12:55:00.000-08:002018-02-14T13:00:41.642-08:00Mosquito Redesign: Working Legs<div class="separator" style="clear: both; text-align: center;">
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I didn't have much success implementing an IK nor getting it to compress, but they say the simplest solution is often the most effective. In the case of my piston the simple solution was to parent each of the pistons with each other, tie them to 'aim' themselves at the opposing hinge and create a few driven keys to mimic the pistons extending and compressing.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUNfq0fRk5SD5fUT8nYGaE5115jaM8R-8s47LHyTfpszhgtwTlDJfPxgkHFsqqC1FqAgarMTvoyXgfeK_A7X38PLAWsFDqHFXMWRasGPOYN1yOoLb40F4f82DZDzXdHfIf6StRpEqjypc/s1600/Model+Remake+013.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="703" data-original-width="1316" height="340" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUNfq0fRk5SD5fUT8nYGaE5115jaM8R-8s47LHyTfpszhgtwTlDJfPxgkHFsqqC1FqAgarMTvoyXgfeK_A7X38PLAWsFDqHFXMWRasGPOYN1yOoLb40F4f82DZDzXdHfIf6StRpEqjypc/s640/Model+Remake+013.png" width="640" /></a></div>
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After that it was a simple matter of constraining each of the hinges. and the pistons so they stop at a fixed instance into and out of their sockets. By adding a fifth segment to the leg I am able to extend its reach to a motion window of between 92 and 168 degrees (any more open and the piston will collide with the knee hinge). Which might be one of them ore complicated elements of the model out of the way.</div>
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From what has been assembled so far, I think I can easily fit six of the legs into the main body with plenty of room to spare.<br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='720' height='460' src='https://www.blogger.com/video.g?token=AD6v5dyIsxm_drHK46Xjz36qZmrnHeH-KeokF-vHiJR3LcoRF_AQIcYf_ZKTk7KnQ53IF6B7ysbvEisArZeaVzn5JQ' class='b-hbp-video b-uploaded' frameborder='0'></iframe></div>
<br />Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-88971187093818139702018-02-13T14:45:00.000-08:002018-02-13T14:46:51.353-08:00Mosquito Redesign: Leg Hydraulics and Industrial Fun<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUKgjAgqp9xiZV5yKbJ77BYjoDLtIzgzl_02LUEPNPXNDQQhTyfw5Hq6gwDp_RClwEowI-44vPq0l9eBGt58tp8spuK7bahzyt0C9ZqrUGIWSBdCANLC7LkxKOnxvsWXpbyKYQMl_lAkg/s1600/Model+Remake+007.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="709" data-original-width="1212" height="374" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUKgjAgqp9xiZV5yKbJ77BYjoDLtIzgzl_02LUEPNPXNDQQhTyfw5Hq6gwDp_RClwEowI-44vPq0l9eBGt58tp8spuK7bahzyt0C9ZqrUGIWSBdCANLC7LkxKOnxvsWXpbyKYQMl_lAkg/s640/Model+Remake+007.png" width="640" /></a></div>
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Much of this afternoon has been spent reworking the leg to make it something more industrial. I've looked into completely redesigning the limb using the hydraulic system idea to give the legs weight and balance. What I've got so far appears to work to a decent degree, even if the geometry might be a little heavy. I'll look into fixing the UVs before the leg is repeated.</div>
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The piston that would appear to keep the leg unbent will use some manner of spline to adjust itself. I'll need to perform some experiments to get a system that can extend the segments - what is on display is the furthest the leg can bend with this but with some clever re-positioning I might be able to extend the leg further. I can also use the freedoms presented by the digital medium to make it easier for the base to compress into the pivot it's connected to, allowing the sections to fold in and extend automatically and the pivots to rotate appropriately. This further tweaking might also allow the lower leg to more easily fold in.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicw1XyTWUzGiVrP7Jmp1yyKRASE34G66qhyphenhyphenHx83PN7uKtc-wzdXSa21U0_gcl1ICcOB5h3krHPPT5p-GZb_L4HUbjCkXiSA2SPBhCkDBA1qoB61V4Zv8hrS0zRXDFFqFTLSQW_bNi9qyc/s1600/Model+Remake+008.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="709" data-original-width="1212" height="374" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicw1XyTWUzGiVrP7Jmp1yyKRASE34G66qhyphenhyphenHx83PN7uKtc-wzdXSa21U0_gcl1ICcOB5h3krHPPT5p-GZb_L4HUbjCkXiSA2SPBhCkDBA1qoB61V4Zv8hrS0zRXDFFqFTLSQW_bNi9qyc/s640/Model+Remake+008.png" width="640" /></a></div>
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That still leaves how to fit six of these inside the body. The folding in isn't the most efficient use of space, it could be the legs are arranged diagonally and drop through hatches in the mosquito's underside (which will be fun to build and set up). Only one leg will be worked on until the UVs, bones and controls are set up, which will be reproduced five times.</div>
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Overall, it appears to be quite a flexible setup. The leg bends in the right place, the lower joint provides most of the positional mobility and the foot has full free rotation so it can plant itself flat in a large variety of poses. An IK/FK system could be used for deployment, positioning and resting as one thing that could be implemented are shock-absorbers at the ankle - a simple tube that compresses into the body to give the feeling the machine is bearing weight when its turns its engines off.</div>
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It's about ready for the UVsSpacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0tag:blogger.com,1999:blog-1266197528100810278.post-15164608548407961782018-02-10T17:49:00.000-08:002018-02-10T17:49:12.465-08:00Mosquito Redesign: Early Stages and Legs<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgr37N1oR2hTB6pgtwrFRbJgG1JvEPI1J4RzNMOE3xg7Wz7TB9rsBh5ighP0vAplezE6_b9XrLWtR4rn1PkVSJkNdAhGMPA1XDT-dRoNDgx2o_t81o1wXpOublpbsZX9Fx31RR897mvJeM/s1600/Model+Remake+001.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="707" data-original-width="1319" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgr37N1oR2hTB6pgtwrFRbJgG1JvEPI1J4RzNMOE3xg7Wz7TB9rsBh5ighP0vAplezE6_b9XrLWtR4rn1PkVSJkNdAhGMPA1XDT-dRoNDgx2o_t81o1wXpOublpbsZX9Fx31RR897mvJeM/s640/Model+Remake+001.png" width="640" /></a></div>
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I'be been thinking for a couple of days now about going back and redesigning one of my old projects. Namely the mosquito craft from one of my first year university projects. This design was ambitious, even back then and the video it came with was somewhat popular so I thought why not go back and rebuild the thing with better creative knowledge, problem solving skills etc.?</div>
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One thing I really wanted to try out in the old design was some form of foot. In the original model I believe they were just spikes due to time pressures. With a better grasp of Maya's rigging and component system I feel confident I can do a proper foot as well as better joints. For fun I could design all kinds of bells and whistles: Brake flaps, redesigned landing gear bays, ailerons, a probe bay, maybe even rotary blades in the wings and a segmented design to allow for full-wing tilting and proper VTOL.</div>
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<span style="text-align: justify;"> I've mostly been inspired by the ship designs made by Cloud Imperium for Star Citizen. I tried the game out once during a free weekend and was amazed at all the little animated components the one-man ships had whether it was for doors, maintenance hatches, thrusters, airlocks, you'd think they brought in mechanical engineers to work out all the components. I might not go that far, the mosquito in the sequence primarily concerns landing and takeoff but no lie, it would be fun to try and build some sort of open folding mechanism for the front probe or the landing gear.</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcfp6nJtPvZfA4qDdOoruGdutrOdebPbyfB6rlkwJcVsGqcB3Ta-s_QXrx4a0o1Cv0tZsXpHuJg5oTNetbOG2EO4y0kV236Iq62lclMgXqBQOHUJXX7nIb0DYd_cN_vuJzsETeVfE1wMo/s1600/Model+Remake+004.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="707" data-original-width="1319" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcfp6nJtPvZfA4qDdOoruGdutrOdebPbyfB6rlkwJcVsGqcB3Ta-s_QXrx4a0o1Cv0tZsXpHuJg5oTNetbOG2EO4y0kV236Iq62lclMgXqBQOHUJXX7nIb0DYd_cN_vuJzsETeVfE1wMo/s640/Model+Remake+004.png" width="640" /></a></div>
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<span style="text-align: justify;"> I might keep the hydraulic system. It was quite useful for compacting the legs into the body (all six of them) and this time around I could go an extra step, maybe include the tubes for the hydraulic fluid that could be linked to the model via a spline curve.</span><br />
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I am definitely going to need some kind of control rig to sort out all the moving parts I already have. It would definitely make accessing the components for animation a lot easier, too.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixnceGVpb3CGqjTOXQvmn5VE4BS0c177UghZbRmtCBkfMc5uo4BcLiZcUx09cx7venCjfGuwCPsC8MCQ1euYjXUjmsto2U1TdVA38TpZpQ-hDfIOAng_pi1Xu_5eH7qmZdOVPRnA17mK0/s1600/Model+Remake+006.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="707" data-original-width="1319" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixnceGVpb3CGqjTOXQvmn5VE4BS0c177UghZbRmtCBkfMc5uo4BcLiZcUx09cx7venCjfGuwCPsC8MCQ1euYjXUjmsto2U1TdVA38TpZpQ-hDfIOAng_pi1Xu_5eH7qmZdOVPRnA17mK0/s640/Model+Remake+006.png" width="640" /></a></div>
<br />Spacer176http://www.blogger.com/profile/04901760829312108610noreply@blogger.com0