Just some quick silhouettes. I wanted a wide variety of characters because I'm not sure which direction I'm going to head in for this project. Here are a few ideas. Some have some potential to be developed further and some are complete crap.
Thursday, April 28, 2011
Monday, April 25, 2011
Head Modeling Base Mesh
I'm still having a few issues, mainly with the ears. I've watched some tutorials and I can't quite nail them down, but I'm getting a lot better understanding of proper edge flow on heads.
Wednesday, April 20, 2011
WIP Head Modeling
This is the start of my base mesh head which I will most likely end up kit-bashing for future projects. Topology is crucial here so I'm being very maticulous about this.
Sunday, April 17, 2011
Daily Sketch #2
Having fun with Zbrush. I started out with a sphere and went from there. I could do this every day. Really fun stuff!
Monday, March 21, 2011
Final Art Test - Rendering Fun
Hey guys, just played with some depth of field settings in Maya, then took that into Photoshop to try and tell a little story with my piece. Hope you enjoy.
Sunday, March 20, 2011
Final Art Test - FINAL
A ton of work was put into this piece. I encountered a ton of Maya bugs along the way but worked around and through them. Hope you guys enjoy. It's definitely not perfect and as a matter of fact if I re-did it, it would be 10x better, but I'm going to have to call it done - for now.
Friday, March 18, 2011
Final Art Test - Spetsnaz WIP
Lions and Tigers and Baking Maps - Oh my!
I'm encountering a ton of really strange things. An issue I've run into in the past has reared its ugly head once again. "Maya has encountered a fatal error attempting to save in..." After some research, I can only hope that Maya 2011 hotfix downloads will resolve this issue. For the time being I am working in 2010.
I've been using Maya Transfer Maps to generate ambient occlusion and normal maps, however I've noticed that sometimes the two don't line up properly. Exampe:
This seems very strange considering both maps were baked simultaneously (and without touching the UVs.)
My teacher, Mr.Gardner, has increased my poly count by the way. Instead of 10,000 tris I have been upgraded to 15,000 due to the poly-expensive treads this tank has.
Most of my high poly is finished or soon to be tweaked. It's just a matter of baking all that information into texture maps and compiling it all in Photoshop. I plan on using a combination of Photoshop and Mudbox (my new favorite 3d painting program) to generate some seemless diffuse and spec maps!
I'm encountering a ton of really strange things. An issue I've run into in the past has reared its ugly head once again. "Maya has encountered a fatal error attempting to save in..." After some research, I can only hope that Maya 2011 hotfix downloads will resolve this issue. For the time being I am working in 2010.
I've been using Maya Transfer Maps to generate ambient occlusion and normal maps, however I've noticed that sometimes the two don't line up properly. Exampe:
This seems very strange considering both maps were baked simultaneously (and without touching the UVs.)
My teacher, Mr.Gardner, has increased my poly count by the way. Instead of 10,000 tris I have been upgraded to 15,000 due to the poly-expensive treads this tank has.
Most of my high poly is finished or soon to be tweaked. It's just a matter of baking all that information into texture maps and compiling it all in Photoshop. I plan on using a combination of Photoshop and Mudbox (my new favorite 3d painting program) to generate some seemless diffuse and spec maps!
Subscribe to:
Posts (Atom)




















