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.

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Breakdowns
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¾ View 
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Bottom View
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 Top View
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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:

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Next my practice in theatre/dramatic lighting




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Next examples of baked light/diffuse maps

Daylight:

Night/low lighting:

Until Now

  Hey, curious reader!  I've been pretty silent since my courses got into the advanced stuff.  I turned from having extra time to update the random people viewing my blog, to needing every second of my time.  I've recently decided to begin modeling again and also properly update this blog and fill in the blanks I left years ago.

  I'll be working on uploading my work since the last post, as well as current work I am doing for practice/some sort of demo reel.  As for now, I will simply be outlining where I've been for the past couple of years.

  During school I was on the same medication the doctors always had me on.  It was strong, caused numerous side affects, but all came together to make me a powerhouse of productivity and focus.  I'd skip meals, bathroom breaks, sleep; I could put it all off until I got 'just a little more done'.  It wasn't until later I found out that the symptoms they were treating were supposed to be gone by adulthood.  My doctor should have been phasing me out, but I had no contact with them.  Eventually after I began the advanced courses at the Art Institute, my work ethic began to catch up with me.  My health began failing drastically as my liver became overworked.  My eyes sunk, my thoughts clouded, I had to break the dependency I had formed from being raised on this medication.

  I called my dad and told him I had to come home.  I was so close, with one Quarter left in school focusing merely on making a demo reel.  My OSAP was dried up, as was my savings and loans, and there was no way out but back.  Even at that point in my life I still checked what the industry was like in Ontario before making the final call.  I knew I'd get off the meds, and figure out how to focus on my own, and now I can say today that I have.

  In the years between, I focused on building a wide resume, working a different job every year.  I herded Bison, assisted the birth of a baby deer, moved sheets in hotels, shelved books, built pallets, sold toys, and even became a Deck Officer on a cruise vessel in the Toronto Harbour.  I found a passionate hobby in Cycling, and traveled great distances and saw amazing scenery.  After all my adventures in never sitting still, I've finally found how to want with out my medication.

  Now I've got Maya again and I am going over everything I learned in school to make sure I still know how to do everything, and update on new features that weren't available before.  In the next few posts you can see exactly what I've been up to.

Friday 5 January 2018

Adventure Time Characters - WIP

Just some side stuff I've been working on for fun.

Marceline the Vampire Queen, no cell shading

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Jake the Dog, fully rigged with cell shading


"Finn, if I came across your lifeless body I'd clasp you dramatically for a kajillion years"