Friday, October 19, 2012

Building a female character

Here is a female character that I am working on in ZBrush and Maya. I made a base using Zspheres in ZBrush to sculpt on, then brought it over to Maya to work out the facial features. While I have not made many characters, I so far prefer this method to the box-building method I had used on other characters I've made.



The ears were kitbashed from a tutorial.

Friday, October 12, 2012

Revisiting the Suzuki Burgman

Last week I reopened the scene with the Suzuki Burgman scooter which I had been working on and decided to rework it. It is currently at a 10,733 faces, but it is a drop from the 11k-some model that I had prior, with more detail and less rampant topology. There are no textures at the moment; just dropped some basic shaders on there to get a feel for how it would look though.




A few of the compartments are designed so that they can be functional, if desired. If not, it could be a good place to look to make the vehicle a lower-polygon count.




Wednesday, September 19, 2012

Mech door map composite render

A bit overdue, but here is the door with its maps in Marmoset. The bottom render was done in Maya with mental ray, using various lights to make the panels appear to glowing.




Wednesday, July 25, 2012

The mesh with the UVs laid out, coming in at 4060 polygons. I separated the UVs out onto two maps; one map of static objects and the other containing objects that may be animated later on.




Monday, July 16, 2012

Gathering references for creating a futuristic/mecha door.





Wednesday, May 23, 2012

Honda Civic test render


Hi poly model with basic HDR lighting, rendered in Maya with mental ray.

Friday, May 18, 2012

Honda Civic wip

Almost done with the high poly version car; just have a few things left under the hood (er, car), making actual headlights, and a few other details... like a door handle.

Wednesday, April 25, 2012

Zbrush low poly mesh objs

A few assets for a prototyping class: a tree, soda bottle, and... ice cube.

Wednesday, April 18, 2012

Honda Civic in a garage

Next project: model a Honda Civic and create an environment [garage] for it. Started with various reference boards.



Started working out the curves for the car with nurbs. Since I took a liking to the Nurbs-to-poly workflow with the Suzuki Burgman, will be applying the same methodology to the Honda Civic.

Thursday, February 23, 2012

Suzuki Burgman 500

Modeling a Suzuki Burgman 500. Tried out a few different ways to model the scooter, eventually using mostly bounded nurbs surfaces as a base.

Wednesday, February 15, 2012

Candyland assets wip

Wip of assets for a candyland-themed level. Getting my feet wet painting in Mudbox.


Saturday, February 4, 2012

Trufflehunter - trees topo wip

Decimated my tree sculpt and brought it into Topogun. The first tree has been a challenge to retop with the hard-to-reach geometry in the branches. I've found that I've had the best success by drawing lines or points and then bridging them together.



Monday, January 30, 2012

Trufflehunter - assets wip

By now, all of the models should be modeled and UV'd... with the except for the trees. Here are a few screens of them compiled. 



Sunday, January 29, 2012

Trufflehunter - trees wip

I set aside the most time to model the trees since they are going to have the most detail and likewise, use a good chunk of my poly budget. Here are some screens of its progress.


Started out with Zspheres to get the overall shape of the tree. I liked how flexible the Zspheres are in setting up a base to work with.


Converted the adaptive skin to a mesh.


The subdivision 1 was too low to do much of anything; A lot of my sculpting was on level six. Changed the shader to suit "tree" a bit more than the default shader as I worked.


The other side of the tree. At first, was not going to put as much detail in it as the other side would not be as visible, but I probably will end up re-using a few of the trees because of time... so it will need to look good from all angles.

Friday, January 27, 2012

Trufflehunter - assets wip

Working on the assets in separate files and then importing them into a master file as they are completed. So far, have models for the tables, miscellaneous cups, stairs, and the chairs by the fireplace. Combined the UVs for some of the meshes onto one UV sheet. Currently at about 2600 polys.

Wednesday, January 25, 2012

Trufflehunter - white box layout

Just used basic polygon primitives to lay block out the relative scale and rough layout for the room to have a foundation to start working from. I've been given a 15,000 polygon budget for this project; take a guess where most of them will be going.