I've been sitting on this for several weeks now. I originally planned on UV'ing and normal mapping this, but I think I'm ready to call it done so I can move on. Especially with me working 40 hrs a week modeling/texturing/UVing, I don't really want to come home to the same style of work; I'm ready to work on my character model for this summer.
I merged most of the pipes. Then, I just applied a blinn shader to the parts, and added it to my archives. Now its time to move on to bigger and brighter things!
Monday, May 28, 2012
Saturday, May 26, 2012
Loren the Dwarf
This little fella is going to become Loren the Dwarf, my character for an upcoming D&D campaign.
I'm excited to get back into physical sculpture. I really enjoyed working on the Flower Story maquettes last year, and it has been just as fun this time around. I headed over to my friend Sean's place today, and got quite a lot of progress on this little guy (though I didn't take any more pictures). Right now, he stands 23mm high, and it will probably be closer to 28mm by the end. I don't know how I'm going to get any detail on something this tiny, but we'll see how it comes out.
I'm excited to get back into physical sculpture. I really enjoyed working on the Flower Story maquettes last year, and it has been just as fun this time around. I headed over to my friend Sean's place today, and got quite a lot of progress on this little guy (though I didn't take any more pictures). Right now, he stands 23mm high, and it will probably be closer to 28mm by the end. I don't know how I'm going to get any detail on something this tiny, but we'll see how it comes out.
Monday, May 7, 2012
Trumpet model - WIP Part Two
I am getting close to the finish line. Now I'm working on marrying all of the parts together. I'm running into a lot of trouble with the pipes, because they're hollow, and weld doesn't like getting as close as they are thin. More to come...
I must say, I do like Max's object coloring; it makes organization rather easy.
I must say, I do like Max's object coloring; it makes organization rather easy.
Thursday, May 3, 2012
Trumpet model WIP
This is another project to familiarize myself with 3DS Max's controls. I got a job for this summer (and perhaps longer), so I want to get practice in. It's doing hard-edge modeling, and it is important that I work on internals as well as the overall look.
I've been working on this for a few days now.
I've been working on this for a few days now.
Sunday, April 22, 2012
Flower Story Commentary and Credits
Just finalized the commentary we recorded for Flower Story! The whole ordeal took two days to record our 9 commentary tracks, some in multiple takes. I cut it all together with the music using Adobe Premiere (mainly because I already knew how to use Adobe Premiere.)
The commentaries ranged between cool technical behind-the-scenes to totally non-technical ribbing and goofing on each other. They will be showing up on the DVDs we will producing, along with our movies and any other extras for both movies, making them well worth the price of admission.
Participate in a recorded commentary session? Check one life goal off!
I also have some (really) quick sketches of the characters I threw together for our credits artist. I boarded out the poses for him, so he just had to repaint them in the style we were using. I absolutely love our credits. It draws the entire production to a close, and it somehow reflects what's going on with our lives, how we're all moving on in different directions after finishing the project. (Eventually, when I am allowed to post the movie online, that will make a bit more sense.)
(Check out the Flower Story Facebook page here.)
Friday, April 20, 2012
High Heel Boot with Textures and Maya camera in 3DS Max
I finished up texturing the boot and call this model complete! It's just textured directly from the orthos I had; it looks okay, but more importantly, it was quick. And with that, I'd say I have a good grasp at modeling in 3DS Max. I'm ready to move onto the next project.
Another great step, I found a free maya-style camera for Max script. If anyone else has this problem, check it out here: http://www.scriptspot.com/3ds-max/plugins/mems-max2maya-maya-viewport-navigation-in-3ds-max
I believe that one should learn the controls of a program, rather than try to replace them with another. However, since I've been going back and forth between Maya and Max so often, this became a godsend. Really, I'm comfortable with both styles, but it's good to be able to stick with one, just so there isn't that minute of mental lag when trying to get back into a project.
Another great step, I found a free maya-style camera for Max script. If anyone else has this problem, check it out here: http://www.scriptspot.com/3ds-max/plugins/mems-max2maya-maya-viewport-navigation-in-3ds-max
I believe that one should learn the controls of a program, rather than try to replace them with another. However, since I've been going back and forth between Maya and Max so often, this became a godsend. Really, I'm comfortable with both styles, but it's good to be able to stick with one, just so there isn't that minute of mental lag when trying to get back into a project.
Friday, April 13, 2012
Lutra Orthos
Just finished up the orthos for Lutra, my League of Legends style character. Unfortunately, with the chaos going on right now between school and potential work, I won't be able to start until the summer. C'est la vie; part of the battle is already won!
Thursday, April 12, 2012
High Heel Boot
This is just a low poly model I threw together in 3DS Max, as a way to familiarize myself with how the program works. I used box modeling, and a photographs of a boot as reference.
The transition between Maya and Max isn't too bad, but there are some things I'm used to that may be hard to replace. The biggest thing is camera controls; camera has to be second nature, and I keep second guessing myself now. Also, it feels harder to do planar modeling in Max, but that may be because I don't have experience in it yet. Next step, texturing!
The transition between Maya and Max isn't too bad, but there are some things I'm used to that may be hard to replace. The biggest thing is camera controls; camera has to be second nature, and I keep second guessing myself now. Also, it feels harder to do planar modeling in Max, but that may be because I don't have experience in it yet. Next step, texturing!
Thursday, March 15, 2012
Life Drawing Schmorgasboard
A collection of life drawings from the past 2 years in the UCF Visual Language program. More to come!
Monday, December 5, 2011
Lutra Character Concept
This was a concept piece I made for a portfolio application to
FIEA, a masters program at the University of Central Florida. The assignment was to create concept art for an existing game that matched the style. I chose to design an original League of Legends character, complete with splash screen art, in-game mockup, lore tie-in, and skill list! One of my projects for this upcoming summer will be to model, texture, and rig this character. I'll also be redesigning the skills from ground up, and animating each one after the character is finished.
Oh, and I was admitted in to FIEA. Good times!
Oh, and I was admitted in to FIEA. Good times!
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