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.

First Set of Projects...

For the next several posts, I'll be uploading some work I made a year ago for school. I will give a short explanation for each of projects, such as how much time it took, what my problems were, and what my inspiration was. While I had some experience with animation in Maya, these were the first models I had ever made in Maya. Please feel free to comment and let me know what you think, weather you think it's good or bad. Criticism is much appreciated, but please be constructive about it! Don't just tell me it sucks, tell me why it sucks!

Welcome!

Hello and welcome to my blog! Here you will see all of my 3D models that I have made in the past or am currently working on. At the moment, the main programs that I'm using are Maya for modeling, Mudbox for sculpting and texturing, and Photoshop for more detailed textures as well. I hope to later learn programs like Substance designer and Quixel so I can become better at texturing my models.

Later down the line I might make a separate blog where I'll be posting some concept art or art in general for you guys to see, but it'll depend on how much free time I'll have or how busy I am making models. Anyway I hope you like what you see and if you have any questions feel free to post your thoughts or email me.

Thanks again for dropping by!

My email: saedren77@gmail.com