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.
Thursday, July 21, 2011
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.)
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
Wednesday, June 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.
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