Here's two projects I am currently working on. Check back soon to see the final product!
Sunday, April 20, 2014
Stylized Character v2.0
- Modeling: ~7 hours
- UV/Texturing: ~12 hours
- Rigging: ~3 hours
- Camera/Lighting ~1 hour
- Rendering:
- "Beauty Pass" ~4 hours
- Wireframe ~1.5 hours
- Total: ~28.5 hours
My second pass at modeling my stylized character. The idea of this project was to polish up a previous project from earlier in the semester, while also modeling a scene to put it in. Seeing how I thought I couldn't do much more with my Deathclaw, I decided to go back and polish up my stylized character. Things I changed were the size of the feet and arms, the head, and the textures. I also tried to add a skeleton rig to my model, however I ran into some problems and had to scrap it.
Fallout 3 - Deathclaw
Here is the Youtube link for the turntable: Deathclaw Turntable
- Modeling: ~30 hours
- Sculpting: ~3 hours
- UV/Texturing: ~10 hours
- Hypershade: ~4 hours
- Lighting/Camera ~1 hour
- Rendering:
- "Beauty Pass" ~4 hours
- Wireframe: ~2 hours
- Total: ~54 hours
My first project trying to make a highly detailed creature. The idea of the project was for us to either create a creature from scratch or take an already existing creature and model it. So, seeing how I love the Fallout universe, I decided to model the Deathclaw. For this project, I really wanted to see how much detail I could put into a model, and I thought I did fairly well depicting the Deathclaw. After finishing the project, I realized the face seemed a little off compared to the actual Deathclaw, so I went back in to fix it up a little. The textures also aren't as detailed as I wanted them to be, so I will also be going back in to add a little more detail to them.
Stylized Character - Executioner
- Modeling: ~40 hours
- UV/Texturing: 6 hours
- Rendering: 5 hours
- Total: ~51 hours
My first project in trying to make a stylized human character. The idea of the project was to make a stylized character with proper edge flow and little to no N-gons or triangles. Like the project before, I mostly focused on the modeling instead of textures. By the time I finished this project, I thought I had a good grasp on what good edge flow looks like and how to eliminate as many N-gons and triangles in my mesh as possible. Of course, there are still quite a lot of N-gons in this mesh, and I eventually went back in to fix that issue in a later project.
Organic Modeling - Frog
- Modeling: ~6 hours
- UV/Texturing: 5 hours
- Rendering: 1 hour
- Total: ~12 hours
My first organic model. The idea of the project was to see how well we could follow a tutorial to make a frog. The importance of the project was to figure out proper edge flow and to eliminate as many N-gons and triangles from the model as possible. While I thought the model turned out fairly well, I realized there were several N-gons in the hands, feet, and mouth area. Since this was mostly an introduction to organic modeling, I probably won't be revisiting this project. However, I will take what I learned from this project and apply it to my future projects.
Wasteland Buggy
Here is a Youtube link to my turntable: Wasteland Buggy
- Planning: 1 hour
- Modeling: ~25 hours
- Texturing: 10 hours
- Layout: 1 hour
- Lighting: 0.5 hour
- Rendering:
- "Beauty Pass" 3 hours
- Wireframe 1.5 hour
- Total: ~42 hours
This was our second project that we did in Maya. The idea of the project was to make a highly detailed dune buggy, complete with a roll cage and interior. I immediately came up with the idea to make a dune buggy that would fit a post-apocalyptic scenario, like in the Mad Max or Fallout universe. Looking back, I regret spending so much time working on the modeling and not on the textures. By the time I felt content with the modeling, I only had one day to texture it, light the scene, and make a turntable animation for it. Needless to say I'll be going back to this project to fix it up a bit.
Hitman's Room
- Planning: 1 hour
- Modeling: ~15 hours
- Texturing: 3 hours
- Layout: 1 hour
- Lighting: 2 hours
- Rendering: ~ 1 hour (lots of test renders)
- Total: ~ 23 hours
Subscribe to:
Posts (Atom)