Monday, November 26, 2012

Workshop Progress

And it is DONE !
Oh sweet mother of sweet mothers ... DONE !

I need to shower and sleep and eat and maybe try to walk again, worked from 8 am to 4 pm today finishing this ape :) I`m kinda happy with it, ish ... but yea could have been better could have been worse !

Thank you people for visiting and please check my youtube channel www.youtube.com/vickgaza for the tutorial on creating this monkey man. Well not a tutorial but a step by step kind of thing :D

Have fun and stay safe,
Vick.







Sunday, November 25, 2012

Vick Gaza - 3D Games Artist - University of Hertfordshire - Masters Project Presentation

I`ll be doing a next gen character and a next gen enviro with bioluminous custom made plants, all rendered fulltime in UDK using DX11 goodies, from concept to sculpting to low poly modeling and retopology to texture and baking and so on.

Here`s a short, quite odd, youtube video that I made in which more is explained.

Please follow @vickgaza on twitter for stream links and if you would could share this around I would be very very grateful.

Thanks !


Wednesday, November 21, 2012

So I started a Creature Sculpting workshop on CG Society by Bryan Wynia


... so I decided to take on a CG Society workshop led by Bryan Wynia, to learn from the best, on how to design some characters right ? 

The workshop is pretty much as he describes it in his video below,make 4 speed sculpts, render out views and paint-over thumbnails in Photoshop,  define one sculpt, poly-paint it and render it and rewind. 


Well I`ve f*ck all clue on what I want to do most times … so obviously for me at least, the best thing of this workshop was seeing someone else`s approach on the matter, and what I can say is that it`s a mixture of knowledge and happy accidents.

Visual vocabulary will feel your happy accidents and your happy accidents will feed your visual vocabulary … it’s as simple as that.

There’s no secret to it, be quick and loose at first, nail down as many variations as possible, paint them over, pick some, paint them over some more, pick one, go to zbrush and detailed it out, and rewind.

Just by doing it so trivially and so detached from rules and thoughts is really what helped me the most, not getting bogged down with questions and answers, but cutting straight to the chase, doing it right off the bat …

If it looks terrible, no probs, block in another sculpt, quicksculpt it, spend 1 hour per idea and that’s that … develop details after you pick what you like :)

As for the workshop itself, it’s not yet done, I`m half way through it, before Christmas I`ll make a vodcast and Crit it as honest as I can, but so far I`m loving it … and I`m a guy that hates spending money on knowledge and tutorials since 99% are actual sh*t wrapped  nice, but in all honesty, Bryan Wynia is beast.

Ok so in conclusion, I`ll stick to Bryans technique when developing my character for my final masters, I`ll do quick speed sculpts of various body builds and silhouettes  check out shape languages and everything as early and loose as possible and get to details after I thumbnail the hell out of my design choices. 

This is what I’ve done so far on his workshop, I can’t wait to finish it :)  
Thanks for reading, and sorry for the walls of text, soon they shall be replaced with other stuff that’s going to be more entertaining and more creative. 












 And then here, you can have some steps and processes :)


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