Archive for category high-poly
Magnemite WIP and sketch

Trying to make a realistic (quote unquote) Magnemite. A little more work on the screws and then he’s off to Zbrush.

SNES controller. Somewhere between 120 and 150 minutes, did a bad job tracking.
Lock Sketch
Mannnnn I’m out of practice speed modeling. I’m so lame.

Lock in 90 minutes in Maya, with a quick mental ray render afterwards.
I did a lot of 30- and 10-second sketches that I’m even more out of practice on too, but until I get a big scanner or someone buys me an Inkling, they’re going to stay on the paper for a while longer.
A few more speed models….
Posted by hadidjah in assets, high-poly, materials and rendering on May 7, 2011
And the sad, sad beginnings of my foray into rendering.

Remote control, hour and a half.

NES controller, also 1 hour 30 minutes.

Me goofing around with various mental ray and Maya materials.
I guess I should probably model something that isn’t a control next time.
Sketches from the last two days. I think I might keep the chair, I kinda like him…

Chair took just over three hours. Slowwwwwwwwww.:(

Battery took about 30 minutes.
Final(ly) high-poly kitchen
Posted by hadidjah in assets, environments, high-poly on April 17, 2011
A quick AO render and wireframes of the high-poly version of the kitchen. I might do a render with real materials on here at some point if I want to be intolerably smug, but I’ll probably just jump straight into the game-res modeling.

My stove, high-poly edition
Did this yesterday because I was home sick (feh).

Smooth preview stove and wireframes.

Quick AO render of what is, for now, a phenomenally clean kitchen.
Today’s (and Yesterday’s) Proxy Models
More speed models pieces from the past two days. I forgot to time them, because I suck, and because they’re just going to get baked to real models for a kitchen scene eventually anyhow.

