Posts Tagged models
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.
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
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.
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.
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.