Metroid-style 3D environment in Maya's Viewport 2.0.
Monday, October 29, 2012
Thursday, October 25, 2012
Link to the Past Church Concept
This painting came from a level in Zelda: A Link to the Past. Early on in the game, the player comes out from a hidden passagway in the back of the church. This is a 3D realized version of the 16-bit game with dramatic lighting.
Friday, October 5, 2012
Metroid Ship Redesign - Final Concept
This was the final concept, fully rendered out with details. I chose the colors based on a split complimentary scheme, and wanted to keep the colors saturated.
Wednesday, October 3, 2012
Nassa the Gnome Character Model
I just completed my Nassa the Gnome model. One of the upcoming assignments is to take a character model and rig, animate, and mocap with it. We were given the option to make our own character model, which I jumped on (after complaining to my friends that I don't have any time.) Not having any other character designs available, I went with Nassa the Gnome from our D&D campaign, since I had several drawings of her already, as well as an image fleshed out in my mind.
This is technically my first complete character model that I built from start to finish without anyone else handling it in-between. I tried to focus on making it low-poly, both as a challenge and to save painting-weights work. I ended up at 1243 tris, 243 over my 1k tri limit. I could easily cut it down by removing from the head and hands, but it was only a soft goal. The head ended up getting about 1/3 of the tri's, since the head and hair were important for identifying the character. I also modeled the whole thing without orthos to see how it would feel.
The outfit on the model is slightly different from the sketches I had drawn before, as she got a new set of armor towards the last few sessions, and it gives me an excuse to not have to deal with cloth. I may come back and add textures, but the point of the piece was the model and animation, and less on finishing the model.
This is technically my first complete character model that I built from start to finish without anyone else handling it in-between. I tried to focus on making it low-poly, both as a challenge and to save painting-weights work. I ended up at 1243 tris, 243 over my 1k tri limit. I could easily cut it down by removing from the head and hands, but it was only a soft goal. The head ended up getting about 1/3 of the tri's, since the head and hair were important for identifying the character. I also modeled the whole thing without orthos to see how it would feel.
The outfit on the model is slightly different from the sketches I had drawn before, as she got a new set of armor towards the last few sessions, and it gives me an excuse to not have to deal with cloth. I may come back and add textures, but the point of the piece was the model and animation, and less on finishing the model.
Tuesday, October 2, 2012
Metroid-Style Ship Model
Like the missle, we were given a concept before-hand, though the concept we were given was a silhouette, and we had to fill in the details ourselves. After several redesigns, I finally ended up with the following ship. I also have a much greater appreciation for using specular maps to make things look cool.
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