Thursday, July 21, 2011

Ludus WIP Update

Week 1, I created a proxy model for my team members in order to provide a sense of scale.  Week 2 I began asset modeling.  Nothing fancy here, just a girdle and some gauntlets for our weapons storage room.  I also created diffuse, specular, and normal maps at 1024 resolution.

Tribal Scene Update!


Wednesday, July 20, 2011

Tribal Scene WIP

I'm having a blast working on this particular scene.  It has proved to be an interesting challenge thus far.  I've made it a point to go out of my way to ensure that my models are not geometrically perfect (as in modern structures.)

So far I have completed 3 tileable ground planes (Diffuse, NM and SM @ 512x512 res), a few background cards, and a finished "Hut Base" (also with Diffuse, NM, and SM @ 1024x1024 res.)

Lighting is temporary (Physical sun and sky.)



Friday, July 15, 2011

Sunday, June 12, 2011

Becoming a Creature WIP

So for this project, we are turning ourselves into a creature of some sorts.  While I have yet to determine what I will be blended with, I figured it would be best to start modeling just plain old me.  I used techniques I learned earlier in the quarter to model a base mesh of my head with proper topology for animation.  I am in the process of refining and tweaking details in Zbrush.

Thursday, June 2, 2011

Creature Bust Retopologized!

Starting from a sphere gives a character very bad edge flow.  Bad edge flow can lead to a lot of problems, especially when facially animating.  I used Topo Gun for the first time to retopo this guy giving him proper edge loops.  I left his mouth and eyes open so that I can later go in and create bags for those areas.