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
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.
19/09/2011
16/09/2011
08/06/2011
25/05/2011
03/03/2011
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
29/01/2011
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.
16/01/2011
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
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.
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.
Subscribe to:
Posts (Atom)