Well iv officially finished the advanced modelling project. Disk burnt and ready for submission.
Really have rather enjoyed this project and felt iv learned a lot.
here are a few more renders iv done.
Really have rather enjoyed this project and felt iv learned a lot.
here are a few more renders iv done.
finally can draw a line under this project and concentrate on my final piece now.
really am looking forward to it. just need to make sure i pick a final piece i can really enjoy doing and get into.
tried out a few diffrent techniques to see what produced the best renders.
this is vray with an sss skin shader:
Produced two additional maps for this and i think this is my favourite out of the renders iv produced so far.
I then used this same light rig and set up and used placed a background on and added some assets in so test it out. results are below.
Marmoset renders:
really not likeing these but wanted to try it out. appears that it works better to render assets not characters,
Then used vray high intesity render with black background and sss skin shader
done the hair aswell which was suprisingly easy and quick
took very little time compaired to last time.
took 2 days to do the head and then 1 to do hair and goggles.
and goggles as i hadent really tryed modelling and head accssories before
and thought itd be intresting to mold the hair around them.
may do some headphones just to give it a go.
i havent put a texture on the hair yet thats why its green. it isnt staying that colour.
i also like how it looks like platerscene at the moment.
this is with it on the body.
i am rather happy with it but i feel there are alot of areas that need touching up abit.
iv really enjoyed modelling this.
took very little time compaired to last time.
took 2 days to do the head and then 1 to do hair and goggles.
and goggles as i hadent really tryed modelling and head accssories before
and thought itd be intresting to mold the hair around them.
may do some headphones just to give it a go.
i havent put a texture on the hair yet thats why its green. it isnt staying that colour.
i also like how it looks like platerscene at the moment.
this is with it on the body.
i am rather happy with it but i feel there are alot of areas that need touching up abit.
iv really enjoyed modelling this.
well iv finished the character head now
and im rather happy with it
defo my best so far i think
spent alot more time on the neck and fixing it this time
- the top of the head is abit boxy.
- the eyes need fixing abit.
- and theres something going weird with the polys on the back of the head in the render.
and im rather happy with it
defo my best so far i think
spent alot more time on the neck and fixing it this time
- the top of the head is abit boxy.
- the eyes need fixing abit.
- and theres something going weird with the polys on the back of the head in the render.
after pretty much 2 days of modelling (as i didn't do much yesterday)
the body is finished now. iv modeled the arms and hands and iv added a few little touches.
iv added abit more detail to the pants so they have a bit more shape
same with the shoes
iv added shoe laces which are flat polyed which will make it easier to texture.
iv added a necklace which was rather difficult to shape right as it was single polyed again and i didn't have a anything to mold it round. (il have to modify it when the head is done.
and iv changed the collar.
i think the body's done now really. id like to add something to the back, like a bag or something but im not sure yet really.
the body is finished now. iv modeled the arms and hands and iv added a few little touches.
iv added abit more detail to the pants so they have a bit more shape
same with the shoes
iv added shoe laces which are flat polyed which will make it easier to texture.
iv added a necklace which was rather difficult to shape right as it was single polyed again and i didn't have a anything to mold it round. (il have to modify it when the head is done.
and iv changed the collar.
i think the body's done now really. id like to add something to the back, like a bag or something but im not sure yet really.
well iv ended up modelling something again instead of texturing what iv already done :| but this will be the last one until i texture some stuff. Just needed to model something as hadn't done any work for a week as i was in London.
this is a kind of rocket/missile launch bracket. 4 hours to model it and unwrap it.
didn't actually model a rocket for it but happy with it so far.
this is a kind of rocket/missile launch bracket. 4 hours to model it and unwrap it.
didn't actually model a rocket for it but happy with it so far.
warehouse
just fancied modelling something as iv only been working in photoshop for awhile.
so thought id have a go a modeling a small scene to incorporate my mec i modeled awhile ago. might use this as practice in the udk as i haven't used it in awhile and will need to next year
so thought id have a go a modeling a small scene to incorporate my mec i modeled awhile ago. might use this as practice in the udk as i haven't used it in awhile and will need to next year
Arms
Made the changes to the arms today. noticed a major defect in the design in the process. this defect was that the arms had no elbow join so couldn't actually move :P.
anyway fixed this by using a ball and socket styled joint that looks like a pokeball.
anyway heres the picture of the arms new features. il explain them below the picture.

shot 1: iv kept the human fingers as id like the mec to be able to hold guns. but iv concealed them abit.
shot 2: shows the two new melee class weapons iv added.
shot 3: shows the blades that retract and the arm, for general melee, close quarters damage.
shot 4: a break shunt. used to clear rubble, sprize open blast doors ect.
i think it looks alot better than the previous. iv almost completed the mec project now. a few more days and it'l be finished.
anyway fixed this by using a ball and socket styled joint that looks like a pokeball.
anyway heres the picture of the arms new features. il explain them below the picture.

shot 1: iv kept the human fingers as id like the mec to be able to hold guns. but iv concealed them abit.
shot 2: shows the two new melee class weapons iv added.
shot 3: shows the blades that retract and the arm, for general melee, close quarters damage.
shot 4: a break shunt. used to clear rubble, sprize open blast doors ect.
i think it looks alot better than the previous. iv almost completed the mec project now. a few more days and it'l be finished.
Progress
This is were im up to on the mec. i still need to add more detail in to the back and change the hands.
the normals and specular still need creating on the torso and arms.
im fairly happy with it. though i really wanna move on and make something new. im gunna try and finish this quickly.
boring update :P
well iv fully unwrapped my mec now and edited it a bit but i feel there are more things that need modelling for it. I decided i shall texture it and such then see how it looks and decide what is missing.
The unwrap is crazy busy but wasn't actually to bad to do. On another note i decided to try the 3D function in Photoshop CS5. And i must say it is really useful. Being able to see how the texture looks without going into 3dsmax is really good for me as i cant have photoshop and 3ds open at the same time on my laptop without it running rather slow. Also it comes in handy identifying different pieces of the unwrap as you can just scribble on it then look at the live update and locate the area.
also here's a few concept art/blueprints things i never got round to posting on my blog :P
Mec Progress
well i started this a few weeks ago. Throughout making this iv learned quite a bit. mainly the fact i need a clear concept before i start, as iv been constantly re designing pieces and i am still not happy with it.
obviously it isn't all finished there are still a few pieces that need modeling.
Front view
Back view
Side view
cockpit area
biped just in there for scaling while i was modeling.
it wen a bit weird when i imported into my lighting rig.
obviously it isn't all finished there are still a few pieces that need modeling.
Front view
Back view
Side view
cockpit area
biped just in there for scaling while i was modeling.
it wen a bit weird when i imported into my lighting rig.
New character head
well this is the new character head iv been working on for about a week now in between typing stuff up. This was my first attempt at hair on a character and i am reasonable happy with it. anyway here's my first proper render of it.
This was a 3 hour render 0.0
for anyone who saw it last week i have now added eyelashes (which u cant really see on here, but they are there) i normalized the skin and spec mapped it and sorted the lips out kinda.
this is a render of the head using vray's light scatter mapping. This was a weird and completely new process for me. firstly i had to to an extra 2 maps for the character. an overlay (almost no color to skin), translucence (super bright skin) which were both easy to do as it was pretty much just mess with the levels and parameters. These two maps make the skin act like real skin.
The lights were easy to set up as there are only 2 in the scene (one for the shadow side and one for light).
There's is still a lot to do to the face yet but its getting there.
not looking forward to an even longer render time tho =S
This was a 3 hour render 0.0
for anyone who saw it last week i have now added eyelashes (which u cant really see on here, but they are there) i normalized the skin and spec mapped it and sorted the lips out kinda.
this is a render of the head using vray's light scatter mapping. This was a weird and completely new process for me. firstly i had to to an extra 2 maps for the character. an overlay (almost no color to skin), translucence (super bright skin) which were both easy to do as it was pretty much just mess with the levels and parameters. These two maps make the skin act like real skin.
The lights were easy to set up as there are only 2 in the scene (one for the shadow side and one for light).
There's is still a lot to do to the face yet but its getting there.
not looking forward to an even longer render time tho =S
vray
This is a render i did a few weeks back of my character but this time rendered in vray.
(modeled a new base too)
really like the render to be honest and i love the way vray takes the render although it does seem to wash out normals abit.
looking back at the model i see a lot of issues and thing with it but i am happy with it for a first character.
(modeled a new base too)
really like the render to be honest and i love the way vray takes the render although it does seem to wash out normals abit.
looking back at the model i see a lot of issues and thing with it but i am happy with it for a first character.
Render dump
well i haven't updated this in along time so thought i should
just gunna dump some renders off things iv been doing.
and the finished character as i never actually posted it on here :S
This is the render of my finished character. fairly happy with it but feel i could do a lot better with what i learned from it.
These are renders of the car i modeled for last years summer project. i decided to re render them over the two week break. only used 3ds textures, and its not the cleanest of models but wanted to try different textures and rendering techniques
just gunna dump some renders off things iv been doing.
and the finished character as i never actually posted it on here :S
This is the render of my finished character. fairly happy with it but feel i could do a lot better with what i learned from it.
These are renders of the car i modeled for last years summer project. i decided to re render them over the two week break. only used 3ds textures, and its not the cleanest of models but wanted to try different textures and rendering techniques
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