I thought I could have one rotation .gif for my two new model+wireframe "blueprints". But the second one just didn't listen to my orders and I just made one mistake after another. I will probably upload it tomorrow, but for now. Enjoy these ones.
The models were the beginning of my sculpturing career, so to speak. I wanted to master the sculpturing and the art of high-poly models... so I began sculpturing my models to then retop them. Well, as they say: Once you go sculpture... you... er...
Anyway, these models where the beginning of my sculpt-ninja life and I mostly do everything in sculpture programs first. It's also easier for me to have a better edgeflow and topology instead of "rotating vertices".
EDIT: Damn, I like, mentioned the word "sculpture" like my life dependent on it there...
EDIT: Wohoo! I got the Carecaz model in a rotation .gif before saturd- Aw shucks... Ah well, I did at least get it done long before the estimated time. So, without further ado, here's Carecaz spinning forever!
(Somehow I got the platform to reflect light in an extremely unnatural fashion, even though I told the smoothing groups to behave, like five times. I might have something to do with it not having projected a high-poly model for its normals, I only used the xnormal method... Sigh, you always learn something new, even though it didn't really happen before.)

fredag 26 augusti 2011
onsdag 24 augusti 2011
Here's those static shots I promised.
Remember that "other day" that I would have time to upload the static shots with wireframes for my red rifle and soldier? Yeah, it's that day today and I even did some blueprint-esque layouts for my pictures. I think they got a nice look to them, the only thing I just bash my head against these days are to render my models "correctly". With the lightning settings and whatnot I use today just get me a horrible flat and "plasticy" look to everything. Whenever I use my real-time shader or even put my models in a game engine, they look more what I imagined them from the texturing.
Sigh. I also screwed up with the polygon count yesterday. I somehow switched the vertices count with the polygons... Yeah, without more apologizing and whining, here's the pictures, with correct titles and polygon numbers to boot.
As already mentioned, these are the last of my "old" models, a proof of an older era I guess. I got at least as many, if not more, to upload before I can even get started on anything new. Joys of joy, this will be grand.
Sigh. I also screwed up with the polygon count yesterday. I somehow switched the vertices count with the polygons... Yeah, without more apologizing and whining, here's the pictures, with correct titles and polygon numbers to boot.
As already mentioned, these are the last of my "old" models, a proof of an older era I guess. I got at least as many, if not more, to upload before I can even get started on anything new. Joys of joy, this will be grand.
tisdag 23 augusti 2011
Two rotation animations with TWO. WHOLE. NEW. MODELS.
(JUST. SO. YOU. CAN. FATHOM. SUCH. BIG. WORDS.)
Ah well, two models here for you to judge/look at. I figured it could be fun and interesting by making them rotate for you! I think I will do that for all T-posing models in the future... Yeah, but I am gonna put up wireframe versions and the classical "static-in-different-angles" pictures another day. Also, by now I have shown all the old models, you know, before I got awesome. :D
Er, yeah. Anyway, here's the .gifs. Enjoy.
I will also say that I kind of improved since the blue agent on these ones, in terms of the polygon count. The rifle is around 3500 polygons and the lady has a meager 4700 polygons. I don't really know the usual numbers for guns and weapons but, for a character, the lady has a ridiculously low amount. The standard is around 8000 polygons and games these days can have characters up to 15000! I wanted to prove to myself as well as to others how to keep the numbers low... so, yeah.
Anyway, the static shots and the wireframe will be uploaded in the near future, but I hope the .gifs are just as good.
Ah well, two models here for you to judge/look at. I figured it could be fun and interesting by making them rotate for you! I think I will do that for all T-posing models in the future... Yeah, but I am gonna put up wireframe versions and the classical "static-in-different-angles" pictures another day. Also, by now I have shown all the old models, you know, before I got awesome. :D
Er, yeah. Anyway, here's the .gifs. Enjoy.
I will also say that I kind of improved since the blue agent on these ones, in terms of the polygon count. The rifle is around 3500 polygons and the lady has a meager 4700 polygons. I don't really know the usual numbers for guns and weapons but, for a character, the lady has a ridiculously low amount. The standard is around 8000 polygons and games these days can have characters up to 15000! I wanted to prove to myself as well as to others how to keep the numbers low... so, yeah.
Anyway, the static shots and the wireframe will be uploaded in the near future, but I hope the .gifs are just as good.
måndag 22 augusti 2011
The Agent Blue + Tank Comparison
What a day. First I had to take care of some personal business and then when I got back, I just found myself generally lazy/tired. Well, that didn't stop me... apparently. I got the textures for my city-esque platform done and slapped in the Agent Blue (i.e. the sci-fi blue wizard soldier man) and also got the tank comparison .gif done. This will also be one of the last models in a pose for quite a while, I'm afraid, as posing a character takes ridiculous amount of time for me. Time I want to design new models with...
Anyway, first you'll have Agent Blue in these 4 angles:
It has a shameful amount of polygons, 37338 to be exact... That is just unexcusable, I have no true reason as how it got to that extreme. Obviously, this character is not for any real-time simulation. Ah well, it was a mess of a work progress. I iterated this character 3 times and couldn't really settle on what I actually wanted him to be. I've come a long way from such polygon numbers, believe you me.
Also, here's the platform result, as an added bonus:
Back to the tank. It is 6058 polygons, I don't really think that that amount is too much, but it could be shaved of to a more optimized size, sure. Well, here's the .gif - which will shift through the wireframe and the final result. Mostly just to give ju an idea how the geometry is.
Anyway, first you'll have Agent Blue in these 4 angles:
It has a shameful amount of polygons, 37338 to be exact... That is just unexcusable, I have no true reason as how it got to that extreme. Obviously, this character is not for any real-time simulation. Ah well, it was a mess of a work progress. I iterated this character 3 times and couldn't really settle on what I actually wanted him to be. I've come a long way from such polygon numbers, believe you me.
Also, here's the platform result, as an added bonus:
Back to the tank. It is 6058 polygons, I don't really think that that amount is too much, but it could be shaved of to a more optimized size, sure. Well, here's the .gif - which will shift through the wireframe and the final result. Mostly just to give ju an idea how the geometry is.
söndag 21 augusti 2011
I was gonna play some games this evening/night, buuuut...
I just noticed, after many an hour, that I was now finalizing my first "final" of my very first real 3D Model. Odd. I could have sworn I took a walk outside for some fresh air to then play through Bastion for the third time.
Anyway, I couldn't really decide on what camera-angle I wanted my Triangular Tank to be posing "dramatically epic!!!" in, so I settled with four:
Aside from the tank, you can also see how the circular platform turned out. As simple as it is, I am pleased that it was finally made, after having my tank floating in the empty void for over a year...
I am also thinking of maybe putting up some kind of compilation of my different textures for each of my models. I just don't know if people are really that interested in seeing them. I sure am not finding myself thrilled by watching alot of cut-out pieces on a square without rhyme or reason.
Edit: I will add the comparison .gif along with the actual polygon numbers on the tank tomorrow, hopfully with the final version of my sci-fi building scene. The .gif comparison will show you the tank without textures but with wireframe, just to clarify what the hell is going on with this model. Sweet dreams!
Anyway, I couldn't really decide on what camera-angle I wanted my Triangular Tank to be posing "dramatically epic!!!" in, so I settled with four:
Aside from the tank, you can also see how the circular platform turned out. As simple as it is, I am pleased that it was finally made, after having my tank floating in the empty void for over a year...
I am also thinking of maybe putting up some kind of compilation of my different textures for each of my models. I just don't know if people are really that interested in seeing them. I sure am not finding myself thrilled by watching alot of cut-out pieces on a square without rhyme or reason.
Edit: I will add the comparison .gif along with the actual polygon numbers on the tank tomorrow, hopfully with the final version of my sci-fi building scene. The .gif comparison will show you the tank without textures but with wireframe, just to clarify what the hell is going on with this model. Sweet dreams!
The beginning of a 3D Graphical Artist
(Well, at least in the terms of a career and future work...)
Hello good folk of the internet, and other locations, I am Babel. I wish to be employed in the media business as a 3D Graphical Artist. Through this year's spring and summer I have been completely neck-deep in the art of 3D modelling and sculpting, texturing and optimizing i varying stages. This blog will contain all my work in progress and final result of all kinds of 3D projects (maybe some other projects as well, that could be fun as well).
For the moment I am kind of backtracking through all my old work and realized that they all had no enviromnents to be located within (i.e. no platforms or pilars that my models could stand and look dramatically epic on). So while I am on the path of true correction... here some of my first WIPs for you to enjoy. It's only my progress to the normals mapping but the textures will all be done before the week is over.
A simple platform for my very red and triangular sci-fi tank. I know, I did alot of sci-fi for my first real models, but that choice of theme was deliberate as it could have gotten me on a sci-fi project back then. I thought on having dead trees and random rubble with the platform... but I think that's just unnecessary details for a generic shot of a damn tank.
I usually don't begin with a lowpoly shell. I have actually gone into sculpturing and highpoly modeling first and foremost, to later re-top (i.e. build the lowpoly shell)and then UV map and texturing. This is the most ironic part of my artist life. When I first touched 3D and tried my modelling skills I was simply terrible. I was completely baffled by the internal logic of a 3D tool (like 3D studio max and Maya) and the very idea that a bunch of squares creates something as advanced as the models we see today (e.g. Crysis, Total War, Dawn of War or The Witcher).
Now here I am, three years later, having become a "sculpt-ninja" and begun mastering each step of the way to the final result. I also model characters in general, as I think they are the greatest learning experience. A character is just so damn easy to fail at, especially when they represent a human being. I will point out that enviromnents will be my next priority, though, as a city or a mountainside are far more grand and "epic" than a character. This will be, at least, a very fun experience to awesomeness.
Hello good folk of the internet, and other locations, I am Babel. I wish to be employed in the media business as a 3D Graphical Artist. Through this year's spring and summer I have been completely neck-deep in the art of 3D modelling and sculpting, texturing and optimizing i varying stages. This blog will contain all my work in progress and final result of all kinds of 3D projects (maybe some other projects as well, that could be fun as well).
For the moment I am kind of backtracking through all my old work and realized that they all had no enviromnents to be located within (i.e. no platforms or pilars that my models could stand and look dramatically epic on). So while I am on the path of true correction... here some of my first WIPs for you to enjoy. It's only my progress to the normals mapping but the textures will all be done before the week is over.
This is a city-esque platform for a blue-ish sci-fi wizard soldier... It will ALL make sense when you see the model and the final textures in the same picture, don't you worry.
A simple platform for my very red and triangular sci-fi tank. I know, I did alot of sci-fi for my first real models, but that choice of theme was deliberate as it could have gotten me on a sci-fi project back then. I thought on having dead trees and random rubble with the platform... but I think that's just unnecessary details for a generic shot of a damn tank.
I usually don't begin with a lowpoly shell. I have actually gone into sculpturing and highpoly modeling first and foremost, to later re-top (i.e. build the lowpoly shell)and then UV map and texturing. This is the most ironic part of my artist life. When I first touched 3D and tried my modelling skills I was simply terrible. I was completely baffled by the internal logic of a 3D tool (like 3D studio max and Maya) and the very idea that a bunch of squares creates something as advanced as the models we see today (e.g. Crysis, Total War, Dawn of War or The Witcher).
Now here I am, three years later, having become a "sculpt-ninja" and begun mastering each step of the way to the final result. I also model characters in general, as I think they are the greatest learning experience. A character is just so damn easy to fail at, especially when they represent a human being. I will point out that enviromnents will be my next priority, though, as a city or a mountainside are far more grand and "epic" than a character. This will be, at least, a very fun experience to awesomeness.
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