I am the fourth generation of artists in my family, and the first to make it a profession. This is the record of my ongoing journey to master the traditional and digital professions.
Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts
Monday, March 3, 2014
Saturday, January 11, 2014
Sunday, October 13, 2013
Saturday, April 27, 2013
Videos!
Here's some turn around videos for the current batch of projects! We have a turn around for the mortar, the final animation that I've been working on and a zbrush turn around sculpt.
Low Polygon maya asset turn around
Maya animated short!
Final Maya sculpt
Low Polygon maya asset turn around
Maya animated short!
Final Maya sculpt
Monday, April 22, 2013
Sunday, April 14, 2013
Wednesday, March 20, 2013
Figure- Reposing
After resculpting several parts, making edits and proportion changes, I reposed the figure using a zbrush rig and gave him a dynamic pose. The pose should tell a story, and that will help be expressed with the environment that will be added in later. Until then you'll have to trust me. Next I created a few simple primitives in Maya and imported them in as .objs. I could make them in zbrush but that work flow was faster. Here's progress so far.
Monday, February 25, 2013
Just a reminder: Mortar and scanner were originally sculpted by Forgeworld. The make might-i-fine models.
Pictures in order, low poly, high poly, and the scenes.
Monday, February 18, 2013
Tuesday, February 5, 2013
Wednesday, January 2, 2013
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.
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.
Tuesday, October 16, 2012
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