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Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Saturday, May 7, 2016

Portrait of Brynmore "Mouse" Skweaken, the Deep Gnome


In my current D&D group, we're stuck in the Underdark.  To those who are uninitiated, it's just an underground world, with darkness-dwelling races, such as the deep gnomes.  My previous character, an English thug, didn't quite fit in this world.  So I've created this new guy, and had to create a portrait to go with it.

And frankly, I'm pretty proud of him.  I mean look at him, that's pretty awesome, right?  I don't do as much digital painting as I do animating, but I'm glad to see something really cool come out of it every so often.

Below is the original painting, before the parchment effects.  He's a slightly hairy deep gnome, and his thing is that he's whole-y plain.  He's not SUPPOSED to stand out in any dramatic way.  That's how he gets away with being a spy.


Wednesday, April 22, 2015

Homemade Minis Case

Well, I never painted these dear minis, but I DID finally get a proper case for them.  With some left over foam from a computer parts shipment, a Sucrets container from last cough-drop season, and some clean knifework (and not-so-clean markerwork), and little Nassa and normal-dwarf-sized Loren have a safe home.



Sleep tight.

Thursday, June 13, 2013

Nassa Color Schemes

As I'm moving towards texturing my character, I painted up a bunch of options for color schemes.  I'm exploring the first two further.  While I really like the colors of the third and fifth, neither fit the character as well, and character comes first.


The next step was some variations on the chosen color.  The second one ended up being the favorite.


Tuesday, May 28, 2013

Nassa the Gnome, Version 2

I wanted to experiment with animated textures for facial features, which was my original plan with the old Nassa model.  I've been on a low-poly model kick for a little while, so I decided this is the ideal time to create a new model.  The goal was to stay under 1000 tris.  I also intend to take this one through textures so I can test using animated textures for the face in Maya and in Unity.

I did consider working from my older model, but I really wanted to try applying everything I've learned over the past few months.  It's interesting to see how similar it is to my old model, but how the shapes are so much better now, with fewer polys, too.




The picture above is the newer sketch I was working off of for this new model.  I fleshed out my original idea and design, visually describing the materials her clothes were made of, and the individual layers of the clothing.  I leaned towards a more cartoony look, since I wanted to push the designs of our three DnD characters; one short cute female gnome, one big beefy human/vryloka, and one fat stocky dwarf.

Thursday, December 13, 2012

Nassa the Gnome - Spark Form

This animation started out as a run test, and I wanted to give it a little more purpose.  This is my take on the "Spark Form" ability, where she moves extremely fast and hits any enemy she passes through.  I only got the first hit blocked in, and I'd love to finish it up.  Looking forward to revisiting this one.



Edit: Updated to a higher quality playblast.

Nassa the Gnome - Double Bounce Walk

This animation was just a rig test using my Nassa character.  I wanted to try out a double-bounce walk, just because I hadn't done one in the past.  It was quite fun doing the arms from this camera.



Wednesday, October 3, 2012

Nassa the Gnome Character Model

I just completed my Nassa the Gnome model.  One of the upcoming assignments is to take a character model and rig, animate, and mocap with it.  We were given the option to make our own character model, which I jumped on (after complaining to my friends that I don't have any time.)  Not having any other character designs available, I went with Nassa the Gnome from our D&D campaign, since I had several drawings of her already, as well as an image fleshed out in my mind.

This is technically my first complete character model that I built from start to finish without anyone else handling it in-between.  I tried to focus on making it low-poly, both as a challenge and to save painting-weights work.  I ended up at 1243 tris, 243 over my 1k tri limit.  I could easily cut it down by removing from the head and hands, but it was only a soft goal.  The head ended up getting about 1/3 of the tri's, since the head and hair were important for identifying the character.  I also modeled the whole thing without orthos to see how it would feel.


The outfit on the model is slightly different from the sketches I had drawn before, as she got a new set of armor towards the last few sessions, and it gives me an excuse to not have to deal with cloth.  I may come back and add textures, but the point of the piece was the model and animation, and less on finishing the model.

Friday, July 13, 2012

D&D Campaign Session Sketches

These are notecard sketches I did during our first four sessions of Dungeons and Dragons.  These are events that happened during the adventure.  I have my own Nassa the Gnome, Robert playing Norgar the Human (Vryloka), and Cole playing Audrik the Dwarf.

If you're interested in following along, I've been taking notes and uploading them to D&D Short Tales.


Friday, June 8, 2012

Nassa the Gnome - Final

I just finished my Nassa the Gnome mini!  Unfortunately, our DM couldn't play this week, so I got to work on this instead.  I added the clothes in on Wednesday, and I went over to Sean's today (Thursday) to finish up.

I got some Super Sculpey Firm, to see what it was like, and it ended up making the head a lot easier.  It still wasn't perfect, especially because I barely left any armature up there, but I was able to hack it together long enough to bake it.  The Firm Sculpey did really help keep enough details in there for baking (as opposed to the regular Sculpey.)  From there, I did a bunch of Xacto-carving to refine the details.  And in the last step, I added the ears, hands, and daggers.

In the end, I'm quite happy with it, largely because it is so ridiculously small, but mostly because the pose is so twisty and dynamic.  The clothes really accent the turn, and the arms have a real attitude to them.  I'm having so much fun with this; I think my next one will be around 3" using Sculpey firm, and I'm getting excited to try ProCreate in the near future.





My next step is to paint this handsome gentleman and fine lady, and then give them fancy bases.  That macro lens really makes them look gritty, but it will all be cleaned up in the next versions.

Sunday, June 3, 2012

Nassa the Gnome - WIP

I must say, she was quite fun to play last week.  She's a Gnome, who wears elven clothes, and appears to be some sort of rogue - appears to be.   I'm really looking forward to the next Dungeons and Dragons session.

But since I wasn't running the dwarf, I had to sculpt a new character.  I started this little piece today at Sean's place.  I was actually able to get some good progress shots on this one.  She's quite difficult to work on because she's even smaller than the dwarf, currently at about 20mm.

It also doesn't help that I'm using regular Super Sculpey modeling clay.  Sean mentioned Sculpey Firm might be a little easier for me to work with.  Nonetheless, using my multiple-bake layer method seems to work alright.  I just have to do a bit of Xacto work in there as well.  I don't work fast enough for the 2 hour window using ProCreate or Green Stuff... yet.

 Armature ready after two tries.

In-progress shots.  The clothing layer will be the next session.

 The sketches I was working off of for the character's designs.

Tuesday, May 29, 2012

Loren the Dwarf - Sculpt Complete

He's sculpted, baked, and ready for painting.



I used a method of baking and working in layers.  I made the base body, oven baked it for a short time, and used an Xacto knife to shape him a bit better.  Then I did the armor and cape, and baked it so it wouldn't fold.  The final step was the head, hands, feet, and bow.  I accidentally broke the a piece of the cape at this point, but it was fixable by cutting off a little more.  I had no clue how I was going to manage the head while working on it, but it ended up coming together well.

The funny thing is that I ended up rolling a different character to fit into the group better.  On the downside, I don't get to use this handsome piece, or the cool Scottish accent I've been working on.  But on the other side, I get an excuse to make another one!

Saturday, May 26, 2012

Loren the Dwarf

This little fella is going to become Loren the Dwarf, my character for an upcoming D&D campaign.



I'm excited to get back into physical sculpture.  I really enjoyed working on the Flower Story maquettes last year, and it has been just as fun this time around.  I headed over to my friend Sean's place today, and got quite a lot of progress on this little guy (though I didn't take any more pictures).  Right now, he stands 23mm high, and it will probably be closer to 28mm by the end.  I don't know how I'm going to get any detail on something this tiny, but we'll see how it comes out.