Monday, January 28, 2013

Setting

Here's the basic layout for the setting and then a little photoshop fun. Now that I review this at arms length, I think I need to do something to get rid of the boxy feeling the walls give.  Time to think about that.... Heavy Mortar is from Forgeworld (Games Workshop).



Sunday, January 27, 2013

Modeling schematics

Hello!  I've started working on my next environment and came up with a few model sheets. Added some photoshop tom foolery to give them some appeal, and saved the basic line drawing on it's own. This is a Forgeworld (Games Workshop) Heavy Mortar figurine that I'll be placing in an WW1 type setting and modeling in Maya.





Wednesday, January 2, 2013

Character: Everyday hero complete

My first low poly character reaches completion! 2500 polys. 1 2048 for skin and 1 2048 for clothing. Started the poly painting in zBrush followed up with photoshop. Modeled in 3d Max, rigged and lit in Maya.






Environment: Exterior

The second environmental project I worked on was an exterior shot, with a very low poly limit of 2500 (skydome was free). This added a lot of challenges since we had to model to the concept art.  Concept art is by Peter Moehrle ( The Happy Brush ).


We had some leeway here and there and we had to add more clutter to the center and show off a hero prop (500 polys tops for the prop).  We had a maximum of 2 2048x2048 sheets for textures (skydome free again). Here's the ambient occlusion pass and the final render. I chose mid morning for my piece so we have yellowish light with blueish shadows.



Critique: I think I  need to work more on my low poly rocks. They could blend in better to the scene and some of their profiles could be better. Many objects were repeated, but look a little too similar. Creating multiple shaders (referring to the same textures) and tweaking those could go a long way to solve those issues.

Environmental Modeling: Blacksmith Done

Hello! Project Blacksmith is finished! My first attempt at an interior using Maya for all the sculpting/lighting and some procedural texturing!  I'm beginning to see where various programs work better than others, and in this case Maya's lighting and shaders are coming out the winner!  This project allowed for 10000 polys (before hard surface modeling) which made it a bit challenging and I had to reuse props to create clutter. If I had a critique I would have created a tool/weapons rack instead of a 2nd table.