Thursday, 9 June 2011

Hayley Williams


I want to brush up on my character modelling, so here's a piece I did of Hayley Williams, lead singer of Paramore. Sculpted in Sculptris and retopologised in 3DsMax.
7544 tris/3856 poly
1024 x 1024 Diffuse Specular and Normal maps
512 x 512 Opacity
Pretty please with it if I'm honest. the chest topology seems wierd to me though. >.<

Wednesday, 8 June 2011

Air Colossus for Deviant Art Competition



Competition details can be found here: http://news.deviantart.com/article/151243/

Penguin Character

Wow I really have to stop forgetting I have a blog! Here's some new things I've been working on (for whoever knows this page even exists... ¬_¬ *waves!*)


A character concept for a children's game. 2 days work.



Friday, 20 May 2011

Venus Fly Trap

Today I'm making a venus fly trap plant,the same plant found in 'Super Mario', but my take on it will be more 'real' but keeping an element of cartoon in there by defining the shape and style.

Now my model is unwrapped with a basic colour scheme in place. It is currently 2576 poly all assets included.
working on my opacity maps...
the back view so far...
and the alphas working. teeth were painted and so were the mildew and brown spots on the leaves. i used a photograph of toad skin and changed the hue for the head.

and above shows my progress up to finishing the tree stump. only diffuse and opacity maps shown here, saving specular and normals for when I'm finished entirely. will make some grass alphas for the base around the trunk.

above render shows the piece so far with diffuse, normal and specular maps with three point lighting. going to work on a presentation for it now :)

Thursday, 19 May 2011

Cyberchu - 5 hours

Today I've been doing a little project I gave myself making the Pokemon 'Pikachu' into some form of robot. Here's the progress:

And here is the final presentation, overall pretty pleased with it, I'd love to make his lights glow somehow, maybe another day :)



oh and here's a sneaky back view for those who were wondering!


and the side :)

Update

So my character, cottage and horse all got handed in on time. Unfortunately I didn't have enough time to rig my horse and character, but here are a couple of presentations from this project:



I wish I could upload bigger!

Below is a presentation of a project I helped the third year CVG students for their FMP:
After I made these, they were placed into the UDK (Unreal 3) Engine and they made them glow and wobble when their character bumped into them. a sample clip of the mushrooms can be found here:
http://www.youtube.com/watch?v=2WwA4m0X4Yc
A screenshot of my finished pieces in UDK:


I am wondering if there is a way I can upload my package for the scene...

Friday, 22 April 2011

Finished Character


Here he is- next step, rigging him with the horse.
9860 poly, 2048 x 2048 diffuse and normal maps.

15th Century Cottage



Almost finished this, the building just needs normal maps, I might add more ivy.

Saturday, 16 April 2011

Double Six Art Test






A few concepts for a spaceship design for an internship with Double Six.

15th Century Cottage




A current work in progress, almost finished though. The scene alone without the character and horse/cart is 5394 Poly with 2047 x 2048 diffuse maps so far.

Re-creating Macfarlane Ranch General Store from Red Dead Redemption





For this project I am copying what I see in the game. I am using it as practice, testing myself by trying to see if I can interpret where objects are seperate/flat surfaces and copy and pasted areas. So far, the poly count is higher than I expected, I think I've given the interior objects too much geometry. Currently a work in progress- at the moment I am in the middle of unwrapping and texturing.

Renaissance Town House




A current work in progress, no where near finished yet!

Hannah's Horny Owl






A friend of mine, Hannah Andrews, had a concept of a giant owl with horns, she asked me to create it in 3DsMax and here's the result :)
2620 Poly and 1024 x 1024 diffuse maps.