Monday, 20 April 2015

Desert Base

Desert Base - Time take 4 hours
1 1/2 - texture sheet
2 1/2 -modeling and positioning
taking the theme and methods I used in my microbot I created a desert environment using a single texture sheet. I think that the luminescent  liquid add some nice focal points in the picture and the scaffolding helps break up the rock pattern. The negative thing i see here is the size on sheet is not representative of the size on screen in scene. This has happened regularly when I create the texture first and then build the environment form it. Perhaps some more critical thought in the planning stage could rectify this.




Tuesday, 14 April 2015

Getting back in the game

My documentation has been shoddy for 3 weeks now, i'm going to fix that starting today, say hello to microbot, his main problem is exsessive tris, especially in the main eyes and the tubeing. the total comes to around 10k per character though this can be dropped significantly by removing the Gatling guns and their support tubes.

Saturday, 14 March 2015

Schwing

Time taken - 4 hours
whats next - a scene to go with it, also a mushroom cross guard
very happy with this peice, i took it through the zbrush pipeline to make sure i had a good handle on it and i'm glad i did as i hit a few snags with exporting the poly paint. because i had used dynamesh i had to generate uvs using the uv tools and then bake out a texture for the high poly that could then be baked into the unwrap for the low poly.a nice effect and at just under 4,000 tris its a bargain ^_^



Tuesday, 10 March 2015

Moar damage control and an interesting discovery.



Due to my focus on modeling as opposed to getting the scene built in engine i wasted my development time and approached the task this week with a bunch of high topology but useless assets. realizing that it would be a push to finish the half-assed deadspace scene I instead focused on salvaging what i already had into a new scene. Taking my newly sculpted rock i created a dynamic material witch placed snow on its upward faces allowing me to use scaled and rotated versions of it to create an entire scene. However since i made the rock today and the new scene doesn't actually contain any of the older props and maps from nothing out scene took about 7 hours total. there are still some things i would like to add (snow+wind particles, a unique obelisk mesh) however I would be more than happy to put this scene on my portfolio. I'm still surprised how much scenery can be pulled out of one object.

build an entirely new scene - 7hours total
2 hours -model + bake stone
3 hours - build mateial
2 hours - build scene and various tweaks

Next step - finish my strike suit zero project.

Thursday, 5 March 2015

ThesceneProgresses

Pushing two more concreate modules through the zbrush pipeline - 3 hours
next task - finish concreate modules and begin work on the floor + cliff

Parmatized material



Create a sculpt for one of the concrete sections of the building and then create an instantiated concrete material using paramatized values - 3 hours
next step - repeat the process for the other concrete seactions

Wednesday, 4 March 2015

second pass, 6 hours total

Detail pass and supporting geometry - 3 hours
next step - module export to Zbrush and detail and color paint
(missing neck joint, missing shoulder and leg joints.)
hand paint to make a final high, re top, then bake down in Zbrush. I'm entering the most unfamiliar part now.