Tuesday, 12 November 2013

Solo work!

At the moment im headed in the Solo Enviomental Direction as i find that the most intoresting of the filds i would like to work on, in particuler the organic direction as i have taken a likeing to the program ZBrush which has produiced fantastic results for organic modlels. The only problem i have run into is creating adiqet Topolagy while maintaing detail as well as creating good Normal/Bump Maps for the objects created in ZBrush as as far my results have been farly unsucsesful.

The Geniral plan is to create a basic villige scene contaning all the 3D assets i have created, and then within that villige a Musium type building contaning the assets i have created on pedastools.

Charicters are also on my listof things i would like ot atempt to create and finish, however this is more based on how much time i spend on the game assets and envioments and on how complexed the charictes will become.

First off hear is my 2D work i have don over the year.








 
 
3D consepts
 


 







 
Lower imiges are the Normal maps for the two rocks above exported by ZBrush.
 
 
 

Tuesday, 30 April 2013

Sea Creacher Consept

Moon Bord for Sea Creacher

my idea is pritty much a large scail hunter sea creacher. the mood bord reflects what has intorested me so far in turms of look, wether it would be in 3D or not ill have to deside later.

when i started modeling my ideas quickly changes, at first i was going to do a four finned wail but then the idea of a fish with wings poped in my head so i decided to head down that route, then i decided that a fish that can jump out of the warter for a few moments of flight probably is not too underwater like. So i desided to make a sort of stingray flying fish underwarter with a shark like head.

a low poly mesh indeed, unffortunetly due to the most recent essay and dissertation proposal i have not spent as much time as i would like in the assingment since i was enjoying it, but non the less hear is what i call the "Dragon Fish"/




and now the renders.







Friday, 26 April 2013

Night Crawler

unfinished unfoirtunetly but i do beleve i have mostly nailed low poly typolagy...

hear are the imiges so far.




i do plan on expanding on my practise with 3D charicter modeling over the summer, parhaps using ZBrush as practise as well, but we will have to wait and see.

Wednesday, 24 April 2013

Box Modeling

while i have lurnt probably a more effitiant way of modeling from a box, unfortunately i am unable to fully complete such a task of following the tutorial of Box modeling, mainly due to the fact that the essay deadline is rather close and i have found myself more concerned with it by each passing day. in a nutshell, ive been working on my essay more than this Box modeling tutorial.

anyway, onto the progress photos



 the legs are more formed so its a good start.



Thursday, 14 February 2013

quck low poly charicter mesh guy

quick, low pily body mesh, mucked up lafway through and had to do some aultering which took up alot of time, non the less hear it is.

Thursday, 7 February 2013

3D Charicter

well, first time modeling a human in Maya, or any 3D modeling program for that matter, we got slightly rushed, so there are no reforence texturs, but im having problems uploading them anyway.

Reforences im having trouble getting into Maya.


spent alot of time on the hands, the thumb still looks slightly too deformed when smothed, but its roughtly in the right place.


Wednesday, 30 January 2013

Si Fi Cannon

this is my moodbord. i desided to go for a mortar stile cannon built by corporation and used by the common murcinery. this is of coarse based in the future. where Plasma technolaty is hevaly involved on a daily basis
I derided to go straight into the modeling of the mortar cannon as i had the idea based in my head alredy.

once i had finished the model i set up lights and rendered an image at 4000 by 2000.

i then proceeded with the paint-over and laiter finished the task, however, the only parts i found difficult was the textureing of the model as i had to be very precise in placing them to match the modle, as well as coloring problems. another problem was the lack of colour as the weapons is supposed to be grayed it seems to end up blending in the background and making the plasma canisters more highlighted than needed.