Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Tuesday, February 14, 2017

3D Class S2 Class 05 Organic Bust Project (High Resolution Modeling Stage)


Orc Warlord
Original sculpture created by William Basso.

Work Time: 7 Hours



THE WARLORD Eldritch Designs MODEL KIT Sculpted by William Basso





 Maya mesh construction rendering.





 Zbrush mesh construction rendering.

Tuesday, January 31, 2017

3D Class Week 03 Hard Surface Modeling Project


Hello everyone. I'm continuing my education here at FIEA, during UCF's Spring semester. My art specialization is in animation, where I've been making some cool quadruped dog walking and running animations for the last 3 weeks. 

Last week, I decided to continue studying 3d modeling in preparation for creating character and environment models for my capstone game 'Card Link'. I'm the lead artist and only artist on my 4 member team. So, I figure it's best to follow along with one of the 3d artists modeling project's.

This week's assignment focus's on constructing a futuristic inspired gun based on one of the pre-selected gun templates, supplied by Nick. It teaches the students how to model hard surface models using a combination of the software programs fusion 360, Maya, and Zbrush.


 Sub-machine hand gun concept art, inspired by a Halo game security pistol. 

Nick supplied this one image view (Seen above) of the gun template. Modeling this gun featured challenges such as locating and modeling hidden details seen on the gun's surface. I imposed creative liberty in detailing areas not seen in the photo.
 
Construction Process in Maya.


Final Render in Maya.

I hope to push this mesh further before importing it to Zbrush.

Time Spent: 9 hours

Monday, October 17, 2016

Week 08 Working in a Game Engine with Final Prop

Time Spent: 5:30 hours


I’ve slowly lost my speedy development pace these past couple weeks for my 2D and 3D assignments. I think contributing factors have been lack of focus, time management, and my lack of sleep during the beginning of each week. I need to step up my game and complete this 3D cannon prop modeling project on a high note and on time. This post is going to cover the incomplete work from last week’s Substance Painter assignment, and then turn in the fourth and final cannon prop modeling assignment. I’m also going to update my previous weekly posts with their associated high poly cannon rendered images.


For week 8, I export my cannon’s texture maps from Substance Painter and then import them to my low poly model in Maya.


Emissive material self illumination test.

 Stencil and texture map.

Substance Painter Cannon Render.

Friday, October 14, 2016

Week 07 Bake Maps and Digital Painting for a Prop

Time Spent 1 hour

I'm excited to start working on this section of the project. This week, I'm assigned to import our Zbrush cannon model into Allegorithmic's Substance Painter program. 


First I imported the low poly model into Substance, and started following along with the class tutorials on learning the program's interface.

At this point, I started running out of time to complete this project with little work to visually show for it. I understand I'm having some time management and focusing issues with this project. I hope to continue working on this project over the weekend while I'm attending the OrlandoiX conference.

Monday, October 3, 2016

Week 06 UV and Digital Sculpting for a Prop


Time spent: 7 hours

This is week two of my continuing build of a cannon prop. This time I distributed the cannon's UVs on a grid in Maya and scaled them evenly using Maya's UV checkerboard. Next I duplicated the model and created a high resolution polygon version. Mainly, I'm adding more polygons along the hard edges of mesh in order to sharpen the edges of my original low poly model. This is important because this week I'm then going to import the mesh into Zbrush, and start sculpting fine details onto the prop's surface. 

I spent most of my time UVing and creating the high poly mesh. 



Side by side Maya snapshot of the low and high polygon models, with wireframes.

Snapshot of my cannon's Maya exported obj file mesh that's imported into Zbrush. This is my current progress on sculpting the cannon in Zbrush. I plan to continue working on this in the coming week with our third week developing this prop.