fredag 30 september 2011

Big Update: 3 Models with Rotations!

My last post on my blog was whole three weeks ago, which is nuts! The only excuse I have for such laziness is internships and projects of other matters... and school, I guess. So to make this somewhat of a great "comeback" for my long, cold sleep is to give you three models (both old and new) to look at with rotations attached. Hopefully Blogger is kind to me this time and display the GIF animations as they are supposed to be, otherwise just go to my portfolio on deviantart to check them out.


I will start by uploading my old model Mizzor the Illusionist, who is kind of a tribute to Morrowind's excellent Dark Elf race, but is more of an other character in a story that I have in my head. As his title imply, Mizzor is a master in illusion magic and use mostly trickery to lure his enemies into traps or false visions. Therefore his outrageous clothing. Red is, in my opinion, the most eye-tricking colour out there and can be a great distraction for anyone. The downside is that Mizzor is no stealthy rogue. Red is kind of hard to use as camoflague. Well, maybe if he hides in red paint, blood, fire or in the pause screen of Red Dead Redemption...



(The Rotation)
EDIT: Damnations! I just now noticed that the cape is oddly "invisible" on the inside. For those who knows, I forgot to turn on the 2-sided material setting for the textures. For the rest, this is not a real problem and is easily fixed with a click of the button. I am just very clumsy and blind to these things at times. Just know that it's not some missing meshes/textures, I just don't want to go through that whole process again to edit and render the pictures all over again.


EDIT: Well, I couldn't get this out of my mind so I did just what I had no energy to do. Enjoy these re-rendered and re-edited pictures!


Next up is my latest before the projects and internships. THe Unveiled Prophet! Why such a odd name/title for a... man/creature/demon/thing? Well, I'm not telling. It's a character in my big epic story (with Avazza and Carecaz in the mix) that I may/may not write in the future. Anyway. The Unveiled Prophet is a man of many things, he believe heavily in change, in ambition and the individual struggle to achieve great things. So you know, he's evil, very evil indeed. I absolutely despise peace and quiet you see, he rather spoon feed children glass than watch his race stop being aggressive and curious, thus stop being motivated to move forward.


He's an entertainer as well as an man seeking entertainement. As much as he likes to amuse the people with stories and theatre, he also is one to find amusement in other people's struggles and achievements. I don't know what true archetype you can place the Unveiled Prophet into, but in simple terms: He's a madman. Enjoy the pictures!







(The Rotation)


Also, this is a vase!!




And now for the third model, which is tied to the project held by Sonny Maitland-Smith, the designs still made from the website:http://cyberpunk.asia/. This design is compatible with my first gun, the Predator and probably has something to do with a faction/team/idealogy in some form or another. It's a SMG type, and is heavily inspired by the UZI type of weapon. But it's probably a better idea to just let you see it for yourself. As they say about pictures vs. words, you know...



(The Rotation)




That's that then. Three whole models now uploaded and listed in my blog. Hmmm, is there something else... Ah yes! Here's a little teaser for what I'm doing next!


Well, okay it's nothing as fancy as some trailer, or even a picture, but read on anyway. I'm gonna model creatures and enviroments based on of my made-up worlds. This will be grand. Before I even give you a proper look on my latest WIP, I will need to write a backstory of this world, it's internal functions and the general idea of its style and ideas. This "world/universe" I have created has an underlying tone and make sense in itself but is still varied and dynamic enough for me to experiment and continue my mastery of the 3D aspects (no, not the glasses).



Okay, now I don't have anything more to say, look forward to my future blogging and the backstory, I suppose. Have a good day, folks!

söndag 11 september 2011

Time for rotations and revolvers!

Alright, I think I will break the mold completely on all "results and finals". I will not bother with wireframes or polycounts unless asked of me. It's just tiring and kind of a waste of time when it feels unnecessary to show that for "the masses". So, all viewers, those who wants it... will have it. Otherwise I will not bother.


Anyway, these rotations are no surprises. It's the Unfathom and Unknown creatures from before and a greater look at the weapons Unfathom specifically use. Enjoy!










Well that's that...


But here's something completely new for a change of pace. A revolver! The Dragoon Revolver, to be exact : D


Once again I thank my mate Sonny from jolly good old England and the website http://cyberpunk.asia/, for providing me the designs and being the original creator of the design. Just as a bonus, the polycount is actually less than the Predator, roughly 1680 polygons, which just baffles me. The Dragoon is more round than the Predator! Round = more polygons, less round = less polygons! How did this happen? I will also note that this is the Rough and Dirty Dragoon version. Me and Sonny are cooking up a reskin which will be cleaner and more colour-popping, to the amount of eye-bursting, that will be kind of unique (e.g. only one character in the game ever use it). EXTREME!




Anyway. Here's the model and a rotation of it, hope you like it.





fredag 9 september 2011

Unfathom and Unknown

Call them ghosts or poltergeists. These unnamed wraiths will kill you either way. : D

I'm going to break formula on these and not provide wireframes or the polygon count if not asked for. I will just provide you with some pretty pictures and turnarounds and that is that. Well, for now it will only be static screenshots as I haven't completely rendered all turnaround frames for "Unknown" yet. It will uploaded tomorrow, with another of the gun project I'm sitting on with my friend Sonny.

Enjoy!




lördag 3 september 2011

Predator and Squid

So, after a whole week of absolutely nothing, I am back and now have quite a bit of things to upload. Joy! The first one is a standard model of my own design and origin, a squid. The second work I will upload here is a little more complex. More of that later, though.


First, enjoy these static shots as well as a nice turnaround, which acts also as a "blueprint". I wanted to experiment a little by making the GIF rotation a blueprint! Genius or Madness? You decide.



EDIT: Perfect, for some reason this GIF doesn't want to work on THIS PARTICULAR blog. It's still works on my deviantArt portfolio. Watch it there for a functional rotation animation instead.


The squid is actually an older model and is my first real sculptmodel ever to be made into the final stage. I almost completely forgot it somehow. Weird.


The gun model is associated with my newfounded contact in England. Even though it's actually based on a design made by a chap located on this page: http://cyberpunk.asia/, the design was provided to me by Sonny.


Sonny Maitland-Smith leads a small team, a really nice gentleman, who are working on an Unnamed Unreal Engine Game. The team are looking for people to help the game to become reality, that's where I coincidentaly got in to the picture. Anyway, here's the model I made for him. Will probably continue working with him, for the time being, and see where that is going.








Again, I am not the designer or the original creator of this model. I only modeled and textured it... Well, ok I did some work. But the credit goes to both Sonny and the aforementioned site for providing me the blueprints and directives in making the model. Hope you like my work, I still have a lot of models left to upload/render... Sigh :(


EDIT: Somehow I failed to notice that the comments were locked to members only. Guests/infamous anonymous couldn't critique for ****! I have dealt with that heretical false rule of my blog. The new regime says: Open zie gate!

fredag 26 augusti 2011

Two more "blueprints" and rotations!

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.)

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.

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.

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.

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!

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.

(I noticed some slight gamma differences as well as colour having different stauration on each step in my progress pictures. Not really that important to correct, I think, but if you get confused by the lighntess/colour levels than I will make it more balanced next time.)

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.


(I didn't really think about it, but other than different lightning, the second and third picture look like I didn't do anything different. Maybe I should wireframe the end result, just to make sure it's a texture and not the highpoly model...)

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.