Thursday, April 28, 2011

Character Bust Silhouettes

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.


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!