Sunday, April 20, 2014

Coming Soon...





Here's two projects I am currently working on. Check back soon to see the final product!

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
This was our first major project in Maya, and I personally think it is one of the best projects I ever made. The idea of the project was to create a room that had a back story to it, such as a college student's room or a mummy's tomb. I immediately wanted to do something that involved a rundown apartment or hotel room that a shady character, like a hitman, would call home. While I thought the objects in the room were done well, the textures need some work. None of them have bump maps on them, so they look a little flat at the moment. I hope to later go back in and apply some, but it'll be a while before that happens.