The ears were kitbashed from a tutorial.
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.
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.
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
Wednesday, May 23, 2012
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.
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