Posts Tagged 3d

Wee Probot Model II: Probot Another Day

After gathering up a few critiques from some helpful friends and strangers, here’s the updated version: a much better normal map, boosted emissive and less washed-out lighting. I’m much happier with it now.

(Again, the original probot design is from Carbine‘s WildStar.)

Specs: 1878 tris, 512×512 color+alpha, spec+gloss, normal and glow
Software: Maya, Photoshop, nDo2 (displayed in UDK)

(Updated 09/22 to reflect a few last tweaks I did to the model.)

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Wee Probot Model

I just finished up this little probot fellow (gleefully stolen from Carbine‘s WildStar) as bit of practice working with more stylized textures. I’m pretty happy with how it came out, but man have I got a ways to go.

Specs: 1878 tris, 512×512 color+alpha, spec+gloss, normal and glow

Software: Maya, Photoshop, (displayed in UDK)

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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.

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Witch Doctor WIP II

So this is my final submission for the GameArtisans chibi mini comp… I’m calling it a work-in-progress because I’m still pretty damn unhappy with the texture (sooooo much to do still….), but you know, deadlines are deadlines, so here it for now. ‘Zah!

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Witch Doctor Chibi WIP

Finally got a chance to start on my chibi for these guys last night. Just wrapped up the model- on to UVs and textures!

Right now she’s right on budget at 1250 tris. Fitting all her trinkets in was a fun pain-in-the-ass sort of challenge.:P

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BAM! New environments!

I’m assuming it’s pretty shivery in hell right now, being as I actually finished some things. Been trying to practice more current-gen (or at least less blatantly past-gen) modeling and texturing. It was fun, and I’m going to go make something that hasn’t even heard of spec maps now.

Greenhouse built in UDK, modeled in Maya, textured in Photoshop and nDo2, and weighing in at either 9300 or 3800 tris depending on whether you feel like counting instances.

This mighty kitchen has been forged of the same programs mentioned above and throwing around about 6500 tris. Also I learned all sorts of fun things about custom materials and it was awesome.

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I should probably update….

As mentioned above, updates as to what I’ve been doing, besides being a jerk, and instead of daily 3D sketches like I should be, shall now follow:

Kitchen corner in UDK, about 5800 tris.

Greenhouse corner in UDK, about 7000 tris with instances, 3300 tris without.

They’re *mostly* textured at this point… Mostly… But you just get detail lighting for now.

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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.

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Guru-Guru dolly… thing

I’ve been trying to practice texturing more. So look! I made you all a tiny Guru-guru. Eventually I’ll rig him and give him some angry texture swaps, but this is where he’s at for now.

Maya viewport with no lights.

1490 tris, 512×512 color map

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A few more speed models….

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.

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