Showing posts with label 3ds max. Show all posts
Showing posts with label 3ds max. Show all posts

Sunday, August 13, 2017

"Buzzer" Textured

Finished texturing up my "Buzzer" model.
Finally got to try out substance painter for texturing this model.

Substance painter feels like an upgraded 3d version of Photoshop and a video game mixed into one programme.
Over the past few months I have also been watching many artists using substance painter too so I guess watching them has rubbed off on me and has definitely helped me get to grips with Substance.
Will definitely be using substance a lot more from now.




Check out the model in sketchfab below :)

Sunday, July 30, 2017

Buzzer

I have decided to work on a few fun 3d models in any spare time I have.
This is one of the ideas I have started with.

It is the mechanical robot wasp a.k.a "Buzzer" from classic Sonic the Hedgehog game for Sega.

Currently this is the Highpoly model of around 30,000 polygons which I intend to texture and bake onto a lower poly model. I have been working from various concept art (see below) and making a few creative decisions along the way for what works best.


I started this model with a few objectives in mind:
1. I want the model to be made specifically for sketchfab.
2. To keep in mind a simple looped animation and possible ambient sounds or music.
3. I want it to be a low poly model with baked maps from the higher poly model to add extra details.
4. To keep it fun and fresh
5. To texture it with a certain amount of realism using substance painter.

What makes sketchfab great is that I am able to "Re-Upload" a model everytime I have made changes to the model keeping the settings the same as the previous version (such as metalness, glossinesss and post processing ect) and I can see how it is looking in realtime which has helped me to decide what works and what doesn't. This will also help when I start to add the color maps ect..

I am currently in the process of texturing and baking the highpoly model details on to a lower poly model of about 12.000 polygons. Below are the concept artwork which I have been working from.


Saturday, March 26, 2016

Cyborg/Android Model

I finished up a few paintings lately so I got the time to work on my Ghost in The Shell inspired cyborg model.

Took a long while to render and edit all this together. 
First time using after effects to actually add effetcs into my videos.
Pretty interesting learning myself how to get those rotating green graphics into the scene.











Friday, December 18, 2015

Android/Cyborg/Robot

Decided to work on something a little more complex in Maya.

Inspired by Ghost in the Shell I decided to make an robot with sections/panels around the face (and body) which some parts will open up and close revealing some robotic insides.

Here are a few work in progress images

 
 

Saturday, July 4, 2015

Military Jeep

So I finally got the time and the will to finish texturing my jeep model.
Pretty pleased with how it turned out, it was a little touch and go untill I added the extra Specular and Normal maps for the final touches ^_^






Saturday, March 21, 2015

Military Jeep Model

Starting work on modelling a light military jeep.
The design of this jeep is based on a jeeps design which will show when the model itself is fully done (Modelled, Textured, Rigged).

For now however here are some Ambient Occlusion work in progress renders.
Will update this blog as I continue  ^_^

Getting the basic shapes modelled.

Seats and Front grill modelled.changes and details will come after

Back view.
Modelled the Wheels and other little details 
Final Details Modelled..

Rear View of Final Model


So the Jeep is fully modelled now. A few of the extra details on this model such as grooves on the foot step and wheels will be applied onto the lower poly model as I have set aside for normal mapping/baking. I may model a few more little details here and there as I go along when baking the normal maps out.

Next Step: UV mapping......Staaaaaaaaay Tuuuuuunnnneed

Friday, March 20, 2015

Game Assets

Im working on a few game assets over the next few weeks. Some simple things some a little more complicated.
The one below been a military crate.

This is a very Low Poly model of 390 polygons. Was moddeled and rigged to open up so there is also a few little details inside the crate itself.
Modelled in Maya
Textured using photoshop and normal bump maps were created using NVIDIA normal map plug in within Photoshop.

Ambient Occlussion Wireframe Render

Crate Fully Textured and Rigged
 
Group of Crates together

Thursday, November 20, 2014

Lumière

Decided to create a digital model of Lumière for a bit of fun and experimentation. Also wanted to just go straight in and model without creating any front and side views, wanted to model this guy a bit more loosely and on the fly from just using reference images from the movie itself.

Some of the many Lumiere References


Gonna replace that candle with the finnished one eventually

Will re-model each candle eventually to add some variation

Adding some of the extra leaf details

Sunday, August 24, 2014

Victoria Everglot Model

A digital model of Victoria Everglot from the movie "A Corpse Bride"
I may model the full body, for now im concentrating on the face.
Currently in the process of creating a rig for facial animation. stay tuned for a video when its done :)

 
 
 
Making a start on the face rig for Victoria. I made the controllers first to avoid running into any problems along the way and also the controllers act as a visual check list for all the needed morph targets.

Saturday, October 26, 2013

Laputa Guardian

Decided to make the robot Guardian from Laputa,
Going to be interesting rigging this guy, those arms and legs are going to be hassle ^_^
Texturing this will add alot more details, but I may sculpt some of the grassy patches a bit on him, will wait and see what I think after I sculpt his hands n feet.

 

 
Some tidyin up left to do.
 
 
The character is pretty much symetricall all round apart from been thinner from the side and a few little details here and there so was only need to create one view

Saturday, August 3, 2013

Some Maya Practice

Thought I'd try out modelling in Maya and start making a Japanese garden lamp.



Decided to use this design above and draw it out in photoshop with a better working view.
Not gonna stick exactly to the reference so gonna mess about as I model to suit my tastes.

 


Began texturing this model & set up some visually pleasing lights too. Still alot of texturing to do but looking pretty neat so far.

Saturday, May 18, 2013

Yurei Showreel

Here is my Showreel video for my videogame character Yūrei
Enjoy :) 
(Dont forget to click HD for some high quality sharpy goodness)



Yūrei Showreel from Phantom Fox on Vimeo.

Yūrei

The finnished video game character Yūrei.
(With Diffuse, Normal, Specular and glow/emissive maps)
Very pleased with how this character has turned out and that it is exactly how I wanted it to look from the beggining of this project :)

A little Posing action from Yūrei

Front Views

Back Views


Saturday, March 30, 2013

Game Enviroment

This is a little enviroment for my robot character to do a small animated sequence in. Will post up videos as soon as I have them finnished :)


Sketch of whats planned for the Hallway. May change as I go.


(Viewport screengrab) More details to add still, but trying to keep it minimal

Rendered image of the scene without lights.


4 ceiling Lights added to the scene with a slight blue and oragne tint .















The finnished hallway Game scene