Wednesday, December 7, 2011

quantm_final_gameproject - Totem Animation

Character Design, mesh and texture not by me but Lukas Vogl.
Rigging, skinning, animation and rendering is my work. Jump looks like that because height is done ingame.

Critics and Feedback are very wellcome.



Friday, August 26, 2011

quantm_project5 - Zbrush "Hand, Foot, Bust"

Our fifth project was to sculpt Foot, Hand and Bust in ZBrush. An amazing piece of software art but at the same time a pain in the a**. The way pan, zoom and move your "Tool" (no idea why they call objects tool) is so very different that I get confused all the time. A lot worse than switching between Maya and Photoshop, after working a long time with one of them.

Either way, it was definetly fun to work on literally my head, hand and foot, since I took my own body as reference.


I'm a little off I think and it could have been a lot better with more time invested. Still, I pretty fond with the outcome, since it was my first ever head in ZBrush.
With more time I could have added at least one more division level, as for the detail I'm already pretty fond with the outcome. After all that too is the first foot I made in ZBrush.

quantm_final_gameproject - Kid Animation [WIP]

Animations for our Kid character. Character Design by Lukas Vogl, mesh and texture by Desirée Lavaulx.
Rigging, skinning and animation is my work.

Skinning is not final, since there will be an updated mesh for it, so I didn't bother for any more details. Also the animation will get a little tweaked.

Critics and Feedback are very wellcome.



Sunday, July 31, 2011

quantm_final_gameproject - Robot Animation [WIP]

Animations for our Robot character. Character Design and mesh not by me but Lukas Vogl.
Rigging, skinning and animation is my work.
Critics and Feedback are very welcome.

 
The walkcycle is finished, only the propeller still needs animation and fingers are not yet animated.
The runcycle is finished, only the propeller still needs animation and fingers are not yet animated.
 
The pushcycle isclose to finished, only the propeller still needs animation and fingers are not yet animated. Also I'll try to clean the hands (I don't use IK Handles for that character's hands)

The propeller still needs animation and fingers are not yet animated. In this pose the robot can "propell" another character to get him to higher positions.
New propelling animation since the last didn't have good enough feedback. Fingers are still not animated.

quantm_project4 - High/lowpoly House

Our fourth project was a house with a high (2000 tris) and a lowpoly (500 tris) mesh and a 512x1024 texture with normalmap. Other than that, we didn't have any restrictions. 

For a more detailed description look here: quantm_project4 - High/lowpoly House
 
Colourmap
Normalmap
Specularmap
highpoly
lowpoly


highpoly

lowpoly

highpoly

lowpoly

quantm_project3 - Unity Game

You want to try the game out yourself? You can download it here: Download

 
Our third project was an unity game. It could be a clone, a reinterpretation of an existing game or a completely new one. For this project, the main focus was the code and a functioning game. The looks had to be coherent but, other than that, didn't have a real impact on the grades. Or so we have been told^^. It also hardly could be to minimal, since we are designers, not programmers, though a pong clone would have. You would have needed a couple of power ups. I think you get the idea. Start screen and Game-Over Screen with a functioning High Score Ranking was a must.

For detailed description look here: quantm_project3 - Unity Game




Unity Tryout

One of my first Tryouts in Unity. Basically the goal was to try out the tools within Unity, like the Terrain, Particle Effects, Sky Box and Tree Creator. It's pretty easy to make good looking scenes in a very short amount of time, but you can really dig into the settings (and will have to if you want to be professional).





Friday, February 11, 2011

quantm_project2 - "The Skillfull Huntsman" - Brothers Grimm

Topic of the second project was a fairy tale by the Brothers Grimm named "The skillfull huntsman". Well the story wasn't one of their best, but anyway. :D
We had to create one of the archetypes of the story (Huntsman, Princess, King, Giant or Watchdog), while the setting was free and we were encouraged to not use the classic fairy tales scenario.
Everything from concept, design, modelling, texturing was our task.



For detailed description look here: quantm_project2 - "The Skillfull Huntsman"


Referencesheet


Concept with colourstudy


Colourmap

Finished mesh


Finished mesh with textures and podium


Close-up rendering


Charactersheet

quantm_project1 - "First Kiss"

First project at the quantm institute, SAE Vienna.
Topic was the first kiss. Of caterpillars and/or worms.



For detailed description look here: quantm_project1 - "First Kiss"

Concept


Rendering


Overpaint

Christmas Aftermath

Christmas Project I made with a colleague of mine. A different look at Santa, how he looks after giving away all of the presents and stumbling into some austrian parties ;)

Concept by Michael Merkatz and me, foreground by Michael and background (trees and surroundings) by me.

Depressive robot

T-Pose of my second try on the Robot-Character. I'm still fond of this one. Since the first one had neither character nor looked too good, I searched the internet for inspiration. While looking for it, I remembered the robot from "The Hitchhiker’s Guide to the Galaxy". So I made a depressive robot. It had nothing to do with my current state of mind, but I liked it anyway ;)
btw: The things that could be interpreted as boobs, are just fillers. There was so much space left in the front, so I just played around with the faces ;)

Since we had to put the robot in pose, this pose was a natural choice for the character. That character was not rigged, I just used parenting functions and basic tools for that. Since it is just a robot, there was no need for more anyway.


A depressive robot can also look proud as you can see. That pose, like the others, were made while screensharing everything to my grandfather, who since then had no idea what I was doing. Since he is very interested in all kinds of new technology, it seemed to be a very nice experience for him. And I enjoyed myself showing him too :)




Another pose for my Robot-Character, running anime-style :)

Some robot

First tryout for the Maya class. Homework was a robot, but this one had neither charcter nor was it well done. I still got some experience from it.

Hand

The first mesh I made of a hand. Hand texture is okay, mesh too. Since the smooth option changes the UV layout, the texture had to be redone for the smooth version. It looks too much like plastic, a Noise Filter would have been a good choice and imho always is for skin (if you don't use another filter, like the sandstone texturizer or even a texture of real skin as a backgroundlayer).


Inside of the hand.


Another view.

Face Colourmap

The mesh of the face was already made by one of our supervisors, our task was to make the colour and specular map. That's the outcome of my work, the lips are really bad, but I'm not ashamed of the rest. Still, there is a lot of space for improvements :)

Hand on fire

That's my final product of the "fire" effect lesson in Photoshop using liquify and other filters. The hand could be way bigger and I'm not too fond of it anymore, but anyway here it is ;)

Duck

"Quest" was to make an animal of any kind, with some surroundings), if I remember it correctly. Don't be too impressed of the water, that comes with maya ;)
Model is mine, island and trees too, the background is from some picture in the internet.
I also had to overpaint. I should have done more on the dork, but I still like the trees :)

Overpaint

One of the first overpaints I did. Since I was everything but convinced of the tryout on myself, I took a quick snapshot of the person who sat next to me.
I was pretty proud of the textile effect at that time, face was okay, but nothing more.
Naturally there would be a ton of things I would do different now ;)