Studying a Bachelor Degree in Game Art, hopefully learning the skills to design model and texture characters in a game ready fashion, and how not to chronically abuse 3d studio max i have decided to compile a journal of my day to day workings...

21/10/2011

Tests.

With the knowledge of mental ray lighting i picked up, decided to try out a couple of test renders and heres the results:-

12/10/2011

10/10/2011

06/10/2011

03/10/2011

Aprons

To break up the expansive chest area that would have been quite dull. Ive modelled in an apron to add another feature to the character. Upon adding the apron it became clear that larry chiang from the deadrising game had been my inspiration all along. It looks quite simple now but i have faith that it will look good after ive mudboxed it to bits.

29/09/2011

Busts

So far ive done a basic concept for my zombie head. Reworked deans head to be a slightly larger, fatter and a more grotesque low poly head. The major changes to the model i made are that there is now a somewhat sizable crater on his crown, his right eye is shut, ive added manboobs and some basic teeth. All the fine details will be sculpted in mudbox and then mapped and applied via the materials. gonna try to render in mental ray and give it some nice lighting.

26/09/2011

20/09/2011

19/09/2011

Demons.

Started the mudbox module and ive opted for a demons head. Iv decided to play around with the sculpting tools and design some heads through inspiration of my research, then take it into max to build a base mesh to then resculpt the final high poly from. Heres one play around..

   

16/09/2011

Lights.

Ive been considering my final major project and have decided i want to place emphasis on the characters by use of lighting. Having moved over to mental ray and the wonders of the new lighting systems I have been playing around with them..




08/06/2011

ME Head

modeled the head, planning to go into mudbox and try some sculpting to define features and maybe produce a normal map too. overall the character is 12K i may look to cut this back down at some point. but the head is as i want it.


25/05/2011

Mass Effect

Ive decided to enter the mass effect competition. heres a WIP.




03/03/2011

Ped

We started the animations and so far i have a fairly decent walk cycle, a run cycle, a couple of idles and a taunt.
The taunt needs some work and the idles arent perfect but they are a start. 


07/02/2011

Stitches

Ive spent the weekend working on the cloak portion of the texturing. Im about three quarters of the way to completing all three diffuse maps now; all the major colours are blocked in with overlaying textures its just all the little intricacies to add now. For instance the stitching on the seam of the cloak.




03/02/2011

Crinkles

Begun the texturing and im happy with how its going albeit at a slow steady pace. After Blocking out the majority of the colours Ive been focused on getting the creases into my pants. I used a corduroy texture for the material and a simple base beige colour.

29/01/2011

Guns

Looking at the atomiser again i found a way to quad the loops from the barrel to the handle.

Wraps

finished the unwrapping of my character now just the weapons to do now. But im currently in the process of acquiring the latest studio max so i will wait till then and use the spline unwrap feature as my bow is slightly more complex. Ive filled two UV maps with the cloak and body and half of the third with the extras like the quiver guantlet and shoulder guard, the rest will be filled with the weapons.

20/01/2011

16/01/2011

Quivers

I forgot to add a quiver to my character so today i have spent drawing up some blueprints and modelling it. Now all i have to do is model some arrows to go in it.

13/01/2011

Boots

With some guidance ive been removing redundant edge loops to tidy up my character, in the process i managed to remove around two thousand polys. I then spent some time adding some extra detail to my boots as before they were very bland and straight. Now they have folds around the ankles and straps to break up the linearity, a little heel was added to add some definition to the base of the boot.


08/01/2011

Bows

Ive become a bit stuck with the character so to keep productivity up and have a change from Isaiah i modelled the bow he will be weilding. Here it is.

06/01/2011

Seamless

Today i spent remodelling the cloak without the seam in, second time round was a lot quicker as i knew all the tricky areas to lookout for. I dont think it looks as good but i think it has been modelled far better and will be a more efficient use of polys. anyway i included both as a comparison.


05/01/2011

Capes

Ill be honest over the christmas period i did no work until the 1st of jan which is bad i know. I figured that if i took a break the work i would do would be far more rewarding and enjoyable. What i have done since last time is model the cloak in two parts and started on the armour piecing. The armour is no where near finished but ive included it give a better feel of how the character is turning out.

The cloak was tricky in parts because i wanted to incorporate the fold down the right cheek that would flow into the cape; i realise this could have been done more efficiently with normals im no expert but i didnt think it would look right.

20/12/2010

Chears

I stumbled upon a tutorial to model an ear, so i gave it a go. Unfortunately it produces a mesh with 600ish polys so i wont be using it on my final model, however i believe we have to hand in a copy of out face so if i can attach it to my head then ill have a pair of nice ears.

19/12/2010

Tries

Ive attempted to model the boots, and have produced a very crude pair. Im definitely going to rework them some more once ive blocked out the rest of the characters armour and maybe even the weapons. I had a spot of difficulty around the base of the boots as i cant figure a way of looping them without the forming a triangle, ill have to come back to it and see if i can spot a better way to model it.