Saturday, March 31, 2012
Thursday, March 29, 2012
Tuesday, March 27, 2012
Monday, March 26, 2012
Dragon_Details_WIP
Toned down the volume of muscles abit and added fat etc.
Rough polypaint and some ideas on skin texture.
Rough polypaint and some ideas on skin texture.
Monday, March 19, 2012
Saturday, March 17, 2012
Dragon_Body
Added Teeth and Body with zSpheres, 3hour rough modeling on the body.. building basic structure of what I'm going for..
Work work~!
Dragon Head - Speed sculpt
Huge inspiration with dragon, and spent last 3 hours speed sculpting+polypaint+decimation combo and exported all maps to Maya :)
I started with dragon in mind, and now it looks like a tauren from Warcraft.. maybe because of those horns... also it's currently toothless...
Friday, March 16, 2012
Axe_Low poly in Maya
Yeap, I changed colours again.. and new glove! :) plus some details on shoulder pads..
This is low-poly model made with Decimation Master in Zbrush (Tri's look better than Quads XD)
with Normal/Colour/Spec Map I made with polypaint+Photoshop.
Coming nearly end of modeling process and might end up rigging this for animation.. even though I hate it and suck at it... I'll give it a try :)
OR... in case I fail, I'll just animate free rigs.. go on to hard surface modeling..
Friday, March 2, 2012
Axe_Changes
I wasn't so happy with the pants and boots so I gave some change... lots of polypaints :S
Might as well change the colours again, but...
Since I've decided to make him as a game character, I had to deeply think about the quality difference of game vs cinematic(film).
I had to learn to limit of putting little pieces of details during the hi-res modeling process when modeling for games because all those extra time & efforts won't show as much at the end due to low polys and etc.
As I model all these, I always learn new techniques on the way and I always try to fix more and more endlessly... thinking; 'only thing I have is time!'...and it always leads to enormous amount of delays in my modeling progress.
I've finally met a situation where I could start to see what is the most important process and know what parts of what I've been doing during the process were useless.
This will help me prevent lots of wasting work time... and I know how important this 'TIME' is for any industry out there.
Learning never ends!
Thursday, March 1, 2012
Reduced Polycount
I was able to reduce the polycount to 1800 triangles :)
and it's holding its original shape! (new normal map updated)
Random Tree
Tried new techniques to export new multiple maps!
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