Saturday, March 16, 2013

Urban Zombie Props (Project Dev. Class)





I'm taking a Project Development class this semester and have been assigned as an environment modeler.  I model the objects and props that will be placed in the level and possibly interacted with by the player.  Since there will be so many models for me to work on, I won't go into details on any one model.  I'll mostly be showcasing renders of finished models and posting about new processes and techniques I learn.

I recently learned how make my models transparent and reflective.  At this point it's still a bit of guess work, but I am getting them to look great.  You'll notice a red ball in a few renders.  I like to employ it to check the reflectivity on models to make sure it's not too much or too little.












Digimon-Guilmon (Fan Art)


Here's the ZBrush project I was working on in class.  It was a very different kind of modeling experience.  Up until this point, I've been used to being precise and accurate with the placement of every component of a model.  I also had to get accustomed to the very different kind of UI of the ZBrush sculpting program.

I also had to learn how to retopologize the Zbrush model for use outside of the program.  I did all the retopology in Softimage since I'm most familiar with it.  I got it done fairly quick compared to the other students.  Took about two hours to get a good base.  There were some issues, as I expected from my first attempt, but my professor and I were able to get them fixed quick and easy.  The final model came out to be 2,500 polygons.


Since I mostly model objects, this is the highest poly model I've made so far.  At first, I wasn't sure how to go about UVing and character model. My professor taught me to separate the limbs (and other such extremeties) and the head from the body and cut them along a side so they unfold efficiently.

The first render is just a standard Phong I've been using.  I made the background using a sphere.  I had the idea to import a black clip, making the UV line green and applying the resulting UV Stamp as the diffuse texture.  On the second render image, I decided to play around with the Toon Material to see if it would look like the anime.  For the final render, I gave him a red aura to make him look like he's powered up.


Monday, October 29, 2012

Turn Based Strategy Game(Work in Progress)

My classmates and I are working on a turn based strategy game in my level design class.  We're using the Unity engine with the "Tile Based Map and Navigation" asset.  I adapted it from a board game I made when I was bored(pun).

This is reference artwork my classmate sent to me.  I made a character model by using the image with Rotoscopy in the front and side views.  I also made weapons and other accessories for each of the four character classes.

My professor taught me about optimization, various techniques used to bring the poly count down.  Since the camera view will be isometric, I saved a lot of polys by leaving out details, such as the eyes, that we'll texture in.  The character and all accessories combined have a total poly count of exactly 597.

My classmate textured the character while I textured the weapons and accessories.  With the texturing done, it was time to  do animations.  There weren't any animators in the class, so I volunteered to get it done.  In about two classes(around 5 hours) my professor taught me the basics of rigging and animating.  I actually found it quite fun getting the models I made to move.




Wednesday, July 11, 2012

Landing Craft (Concept)

 Back Story:  This model came from a project I've been working on for more than seven years now called Steel Gauntlet (Name subject to change without notice).  It's set during a global war in a fantasy type world (Elves, wizards, dragons, etc.) that goes from medieval era weapons to World War 2 era weapons.  This landing craft was first developed around 10 years into the conflict and improved upon throughout the remaining several decades.

This model is a rough concept of how the landing craft works.  It can carry around 20-30 troops depending on gear.  Once the first crafts reach shore they drop all sides and anchor the ramp and sides with spikes.  Any craft that follows anchors their ramp to the rear of the first lander and anchor their sides as they normally would.  This creates a long artificial dock that can get men and equipment to shore faster and safer than traditional landers.  It can also bridge any sized river or lake.  Each pole measures 11ft, so an individual lander can anchor in about 50ft of water.  Additional poles can be brought in for deeper waters.

I wasn't concerned about textures for this model.  It was really only meant for me personally to see a model of an original concept of mine.  I'll consider this a prototype model.  If I ever get to the "mass production model" so to speak, I'll "paint" it.

Sunday, June 17, 2012

Random Item 2: Calculator

 I had this calculator on my desk and thought, "I can do that pretty quick."  Only took about an hour for the entire process from modeling to textured.  I realized a bit late that I didn't leave enough room between the top buttons and where the object angles up, but it still looks fine.

The entire object is made up of cubes.  I'm confident the dimensions are mostly to scale.  I UVed all the buttons(except the + button) together, so I only had to UV three objects total.

I actually hadn't thought how to texture it before I started.  I came up with the quick solution of just throwing something together with MS PowerPoint and Paint, took about 2-3 minutes.  Imported that image into Mudbox and textured the model with it.

The final poly count came out to exactly 250.  If I were modeling it for a game, I would have used a hi-poly and normal map to get the buttons.  That would bring the poly count down to only 10, the amount the calculator body is made of.

Friday, June 8, 2012

Random Item 1: Lincoln Log

I had this great idea to just take random items and see if I could model them.  There was a Lincoln log laying around so I decided to model it.  It was pretty simple.  Used a cylinder and extruded a few polygons.  Textured it in Mudbox.  Took less than an hour from start to finish.  Not sure what random item to do next.  Maybe this calculator on my desk or one of my Lego models.