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.