Tuesday 23 October 2018

Raven Update

So continuing my pattern of adding a few hours of work on to this model every few months, I've added clothes and mapped the UV's for future texturing should I choose to.  Still at just over 40K Tris.  I applied nCloth dynamics to the cape for presentations sake.








Monday 1 October 2018

Transfer Maps

Like with ZBrush, you can model a high detail version of something in Maya and map it onto a lower poly version.  The best example to use this on is a shipping container, as the outer-most profile is but a simple rectangular prism.  So long as the details go inward the illusion holds together.

12 Tris -VS- 9,158 Tris

You can watch a video of me doing it from start to finish here.

Sunday 21 January 2018

Procedural Metal Mesh


The pattern you see on these objects is 100% made up of mathematical calculations.  Procedural textures are resolution-less images created by mathematical sequences, and are recalculated in accordance with their size in the final image.  Meaning when you bring the camera forward for an extreme close up, the image's finer details are calculated and shown.  When you bring the camera back for a very long shot, only the image's most basic details will be calculated.  This perfect efficiency makes the extra work worth it!  Speaking of "extra work" here is what this material looks like in Hypershade↓

clear as mud!

Assorted Props

Here are some small props I've been modeling for my first draft demo reel.  For most I just threw on some quick textures, only the paint cans have a finalized texture applied.

Modeling assorted smaller objects in low-poly like this has got to be my favourite thing to do in this field.

















Low-Poly Barn Swallow

This is a model I created for a particle effects assignment in which we had to create a particle cloud of animated 3-D models.  The rigging, animation and texturing is all done by myself as well.

¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦
Breakdowns
-==============================-
¾ View 
¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦
Bottom View
¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦
 Top View
¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦|¦

2-D to 3-D Character Modeling

This is my most recent example of taking characters of 2-D design, and re-imagining them in 3-D while maintaining a 3-D representation of the original intended art style.  While still a work in progress, and a weird demonstration of realism poly-flow mixed with stylized geometry, I feel this best demonstrates my abilities for soft surface modeling.  Even this project, at a mere 300k tris, was too much for my little computer to handle.  I am now beginning a computer build arranged specifically for 3-D Modeling, once complete I'll first be modeling clothes for this model, then map and unfold the UVs for texturing.  For now though, I am done.









Thursday 18 January 2018

Lighting and Rendering

Here lies my best examples in what I can do with materials, lights, and Maya's Hypershade editor

Glass:

Gummy:

Gold:

Chalk:

Next a material that puts manual shading on the object when it passes through an assigned object:




What the material looks like in Hypershade:

-==============================-

Next my practice in theatre/dramatic lighting




-============================-

Next examples of baked light/diffuse maps

Daylight:

Night/low lighting: