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Beginning of the End

by on Jan.22, 2007, under Art, College, Life, Work in Progress

So I just started what should be my last semester. Things seem kind of squared away for graduation. I just need to pass a math class I’m taking, which shouldn’t be hard, but will require more attention than I’d care to give it. The original idea was that this class would prepare me for computer graphics, but I took that class last semester and I don’t imagine I will receive greater insight this semester. It’s just kind of this box I need to check before I’m done. Of far greater interest is my independent study, in which I will be making some 3D models that will ideally catch someone’s eye when I’m done. I’ve started work on a skeleton to complement the self portrait I did last summer, which will also serve as the basis for humanoid models I will create in the near future. Right now I’m doing research into what kinds of models to make and what skills to polish, and trying to develop an overall focus. I will be putting some images online as I go along.

This is it.

Oh yeah and perhaps a bit of a recap is in order, in case anyone actually pays attention or cares after 4 months of inactivity. I got a decent grade for my summer efforts. The computer graphics class turned out well. I didn’t work as much as I would have liked on the creative project, but it took a bit of an unexpected turn and is even more appealing now. It is just hard finding time to work on it.

And lastly, the gallery is currently broken. I will fix it… soon.

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Waiting

by on Sep.24, 2006, under Art, College, Work in Progress

I haven’t found out yet what grade I got for my efforts this summer, but in the meantime I thought I’d post a movie of the three different variations on the model I made.

What else is happening? I am taking computer graphics and that seems pretty cool, but I am a bit behind and there’s a test Tuesday. I took a gamble on a half.com/eBay seller with almost no feedback and lost, so I don’t have a book for the class yet. But hopefully the test will turn out reasonably well. There are some other test/assignment things currently looming, but they don’t seem like too big of a deal. Ideally I will have some time this semester to spend on a creative project with an esteemed peer, and to do some personal stuff as well, like pushing the self portrait and zBrush stuff a lot further.

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Ugh

by on Sep.05, 2006, under Art, Life, Work in Progress

My head hurts. There is a pressure congestion thing happening. Hopefully this is the last day of it.

White water rafting was cool. The water wasn’t all that white, and it wasn’t all that rough or intense, but it was fun and I had a good time jumping between rafts and throwing people overboard. Unfortunately it may have contributed to the current illness I am experiencing.

The brush size thing was resolved. I burned what I thought would be the definitive CD of my work from the summer to show for a grade, but that went in a slightly unexpected direction. So I am putting a bit more time into it this evening and hopefully all will turn out well. Or at least reasonably well. It will probably be another thing in the “at least it is over; too bad I’m not happy with it” category. That will probably be on my tombstone.

Carry on.

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Getting Down to the Wire

by on Aug.28, 2006, under Art, College

Fingernails are currently the bane of my existence.

And a brush that is bigger than it is told to be.

And a falloff curve that is turning out differently from what I expected.

It should have been nostrils.

A more thoughtful post would have been nice. I suppose this was rather impromptu. I have maybe two days left. I have the beginnings of some sort of orc thing , which is not what I had planned. But it may end up okay.

I wonder what direction this will take. Somehow I believe it will be just fine on paper, but in my brain things are grinding to a halt.

This was perhaps one of my more unintelligible posts to date. Maybe if I had more time to write. But if I had more time, I might not feel the need to write this post.

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Ever forward

by on Aug.16, 2006, under Art, College, Work in Progress

So I “finished” my head, then I “finished” the body, then I started some other stuff and scrapped it, then I worked on the hands and now I have a nearly complete head and body . By “finished,” I mean locked down the model and planned to make only texture, rigging, or displacement changes. I realized, and I should have sooner, that this can be a bit more flexible than I was thinking. As long as I get a high-res displacement map out of zBrush for a model with similar UVs and proportions, I can have some differences in topology. If I just bring in the new model, apply the displacement map, and correct any issues that arise where the topology is too different or where the map detail is insufficient (which will hopefully be rare), I should be good to go.

So where am I? I can probably call this done even though it has no textures and is not posed. I started a base mesh from scratch and also messed around with my fatbody for a while last night for the monster , but part of me wants to be crazy and push my self portrait around until it matches. Especially considering I forgot the monster has ears. I was tired last night. If I do use the self portrait base mesh, I will have to employ the technique mentioned above of using the same displacement map on meshes with different topology. So I will add geometry for the tail and the horns and put them into an undisplaced spot in the map, then add their details in zBrush. I really hope this works… because I haven’t read any direct mention of it and I am banking on it rather heavily. I have a tendency to do that it seems. Maybe there is an easier way.

So what’s next? Probably adding some geometry for the insides of the mouth and eyes (again), then making a bunch of UV groups… I was thinking I might just use sets because I don’t want to actually lay out the UVs right now, but a) I don’t have to actually lay them out (although somehow it will be tempting), just put them into separate UV tiles, and b) any added geometry has a decent chance of finding its way into the right UV group, whereas I think it would have to be manually added to a set. And I’m going to have to do stuff with UVs later anyways. Parentheses abound.

So… add cavity and eye geometry, make UV groups, turn myself into the monster without a tail or horns, generate displacement map, add tail and horn geometry in maya, detail in zBrush. Assuming the base mesh can hold up, that sounds feasible in the next few days maybe. I hope.

And then? Decide whether I’m going to rig one or both of these, turn the self portrait into the painting portrait , make a new model, fix up the frog, rig the slugs, or what. I’m thinking it will be painting portrait, new model, or rig these suckers.

One last thing. I probably should have dove head first into zBrush a while ago instead of relying on Maya for so much detailing. The idea is that when I rig a model, the more carefully crafted base mesh will speed up or otherwise simplify rigging than would a more generic or boxier base mesh. I don’t know if this is true. It probably has to do more with me being somewhat overwhelmed with the additional freedom that zBrush offers. It is kind of too easy for me to screw up a model. I guess the more time I spend, the less true that will become. Hopefully the next few days will be valuable, because the last few times I tried anything in zBrush the results were somewhat tragic.

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