Showing posts with label Modelling. Show all posts
Showing posts with label Modelling. Show all posts
Monday, 28 May 2012
Thursday, 17 May 2012
Tuesday, 8 May 2012
Vase x2
These Vases were rendered using a software called Marmoset, it's super awesome for rendering game props, I must recommend anyone needing this stuff for portfolio to use it!!
I think I may have a second texture for this pair, just ot mix it up a bit.
I think I may have a second texture for this pair, just ot mix it up a bit.
Monday, 7 May 2012
Sunday, 6 May 2012
Emerald Round table
Took a day to model/texture this. It's odd that Maya's transparency map is the inverse of what you would use in UDK's material editor. Another annoyance I'm trying to overcome is rendering the normals with the diffuse in Maya, at least you can see how it looks in the UDK screenshots.
There is a random hard edge problem I get when I import from Maya to UDK, and it always happens, even though I tick the option 'Smoothing Groups' in the FBX exporter, and tick 'Import Tangents' when importing it to UDK.
There is a random hard edge problem I get when I import from Maya to UDK, and it always happens, even though I tick the option 'Smoothing Groups' in the FBX exporter, and tick 'Import Tangents' when importing it to UDK.
Problem solved when you don't use the 'Triangulate' option in the FBX exporter- it's weird, but I guess the only way to avoid random hard edges is to triangulate your model before exporting.
Friday, 4 May 2012
Thursday, 22 March 2012
Somewhat Finished Decor of Bedroom
Tuesday, 20 March 2012
Monday, 19 March 2012
Asset Modelling/Texturing Crazy
In preparation for a good second Viva, I've been busting my bottom to get these out as quickly while trying to maintain the quality I try to stand by at all times. It was difficult trying to cut my time, unfortunately I hate it when things aren't as perfect as I wanted them to be, so these are rough- but I'm not done with them yet! I will continue to modify and improve and model more for the final Viva.
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| Standard Door Tris: 684 |
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| Simple Lamp Tris: 296 |
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| Trap Chandelier Tris: 1424 |
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| Cupid Bracket Tris: 196 |
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| Victorian Frame 01 Tris: 878 |
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| Victorian Frame 02 Tris: 166 |
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| Morbid Mermaid Candle Holder Tris: 734 |
I actually have more models to texture (it's been a very productive weekend), but that will be updated tomorrow.
More to come soon, these will be the last of the batch:
Victorian Frame 03
Simple chair
Simple Bed
Door Frame
Book case
Sunday, 11 March 2012
Monday, 5 March 2012
Rigged & UV unwrapped Monster
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| Texture UV |
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| Rig and light map UVs on the right. |
| FullBodySlot for use animation, work in progress... |
However I at least manage to import my monster's skeletal mesh and spawn the NPC. It works as it did two months ago, thankfully. All that's needed is to attach some kind of KillVolume to simulate instant death at encounter.
| Attempting to attach a kill volume on the NPC... it didn't go quite to plan, it was the NPC that de-spawned when it hit the main character. |
Monday, 27 February 2012
Thursday, 16 February 2012
Monday, 13 February 2012
Sunday, 12 February 2012
Cecilia Complete
Finished Zbrush Sculpt with poly paint:
Applied to Low-poly Model:
Admittedly there's still a bit of fiddling around with the texture left, but this is the bare minimum of her, I will come back to her texture once I've sorted out the monster's model.
I used these pictures to help me poly paint in Zbrush. Most are random images from google, but the eyes and hands are taken from me. I tweaked all photographs to suite skin tone, and colourised one.
Applied to Low-poly Model:
Admittedly there's still a bit of fiddling around with the texture left, but this is the bare minimum of her, I will come back to her texture once I've sorted out the monster's model.
I used these pictures to help me poly paint in Zbrush. Most are random images from google, but the eyes and hands are taken from me. I tweaked all photographs to suite skin tone, and colourised one.
Saturday, 11 February 2012
Cecilia WIP 06- Success!
I had solved my UV problems, as it was the case of the UVs being too
close to the edge, so I quickly re adjusted them, re-imported the base
meshes and behold, I have my normals back to normal! Now to quickly get back on track of my work, hopefully I will be able to finish this by tomorrow. :D I have learned a lot today, and hopefully I will be able to exercise my knowledge more for the monster model.
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