So, it was a while ago I updated this blog. What became of me? Did I find another call in life or did something eat me?
Well... uh... not really.
The good news is: I am working on the largest project I have done, to date. This is my first time modeling an environment, a detailed one at that. I am still focusing a lot on the "shapes/geometry over textures" thing but there will now be normals mapping and the whole package again. The last model was just me trying out... which can be said about everything I do, really.
Anyway, here's two WIPs for you to peek at sneakily. They're about as done as 90% at this moment, mostly just small fixes and maybe an add-on, but in following order they are a lift and a vent. This room is focusing a lot in vertical space in a tight tube-like environment, maybe a little claustrophobic I suppose. The lift is essential for this place to work in human standards and the vent... well is the same as the lift. You need fresh, cool air to breath, man!
Please pay no attention in the difference in brightness in the pictures. It's completely what I wanted it to be and not an unfortunate mishap in the model color scheme...
måndag 19 mars 2012
onsdag 29 februari 2012
The Staff of Cinders - A Simple Update.
The Staff of Cinders! I promised some WIPs... but that did not happen now did it. I got no excuse. Enjoy!
Next will probably be more enviromental oriented. Maybe some computer thing/machine or some kind of device.
torsdag 16 februari 2012
The Lanterns of Virtues - The Substantial Post
Well, here it is. The post I was meant to put up the day after my last one, yet somehow I stalled this for no real reason.
I wanted to make some kind of variation props of the same thing. Therefore I picked lanterns and then give them three different styles/feels which would still be able to be reasonable to what Virtue they represent. The first thing you'll see here is Might, the second is Grace and the last one is Mystery. Though I would safely say that I can easily pick them apart and put them in appropiate categories... well, I just hope they are obvious enough for you too. Anyway, enjoy the showcasing of lanterns!
Also, here's the rotation GIF you always crave (at least that is what I am telling myself). Enjoy the eternal spinning lightbringers, folks!
In the next post I will show you a WIP of my next prop I'm currently working on. There's also a possibility that I'll show a WIP of the project I'm on. The slim chance, but a chance none the less.
Babel, out.
I wanted to make some kind of variation props of the same thing. Therefore I picked lanterns and then give them three different styles/feels which would still be able to be reasonable to what Virtue they represent. The first thing you'll see here is Might, the second is Grace and the last one is Mystery. Though I would safely say that I can easily pick them apart and put them in appropiate categories... well, I just hope they are obvious enough for you too. Anyway, enjoy the showcasing of lanterns!
Also, here's the rotation GIF you always crave (at least that is what I am telling myself). Enjoy the eternal spinning lightbringers, folks!
In the next post I will show you a WIP of my next prop I'm currently working on. There's also a possibility that I'll show a WIP of the project I'm on. The slim chance, but a chance none the less.
Babel, out.
torsdag 9 februari 2012
Lantern WIPs - Substantial Post Another Time
Here's some more model WIPs of three types of Lanterns. I'll write more about them in my next post, preferably with them having some actual textures on them, but I feel tired and sleepy and not well rested right now.
Enjoy the pictures for the moment, more of them will come before you know it.
The lanterns are of Might, Grace and Mystery. Can you, the audience, figure out which Lantern is of what Virtue?
onsdag 8 februari 2012
It's so minor it should just have been an Edit, really...
Ah well.
I tweaked and fixed the Umbra textures on my sword. Nothing much else to say really.
Here's the final product, I hope you enjoy!
I wonder what I should make next...
These things are less planned and very passively focused on, I just make them and stop when I feel satisfied. A more instinctive experience than that of the "high intellect".
I tweaked and fixed the Umbra textures on my sword. Nothing much else to say really.
Here's the final product, I hope you enjoy!
I wonder what I should make next...
These things are less planned and very passively focused on, I just make them and stop when I feel satisfied. A more instinctive experience than that of the "high intellect".
tisdag 7 februari 2012
A New Chapter Begins
So, I have done some learning/experience with character models, how to paint more effective textures and make them more interesting, how to model and what tools to use in sculpting and etc. I am not insane to be wanting to become a character modeler the first thing in my professional career. I am not an artistical genious, yet.
I love to create characters, this I have mentioned before, but is not the point I want to come across to others with. The real point with them is to show off my model skills and how better I have become with textures, that's it.
Now I'm mostly going to make easy and fast, yet nice and effective props. Weapons, tools, furniture, rocks, cats, non-people, keys, buckets and oranges are all things that I could be modeling. An infinite sea of pickings, I just need to choose.
Well, I have cheated a little. I am in the final stages of this sword, with close to 1,5 k polygons. I close to completion, really only need to clean things up and perhaps tweak it. Sorry for the chock.
Here's some of the Work In Progress pictures I took.
That's it for this time. I hope you enjoy them as much as/more than I do.
I love to create characters, this I have mentioned before, but is not the point I want to come across to others with. The real point with them is to show off my model skills and how better I have become with textures, that's it.
Now I'm mostly going to make easy and fast, yet nice and effective props. Weapons, tools, furniture, rocks, cats, non-people, keys, buckets and oranges are all things that I could be modeling. An infinite sea of pickings, I just need to choose.
Well, I have cheated a little. I am in the final stages of this sword, with close to 1,5 k polygons. I close to completion, really only need to clean things up and perhaps tweak it. Sorry for the chock.
Here's some of the W
![]() |
| Not really the final product, yet. I am still trying to decide on some lements. But it's close to this at least. |
That's it for this time. I hope you enjoy them as much as/more than I do.
måndag 30 januari 2012
Update Long Overdue - Big Bertha Edition
Okay, there's no Big Bertha to see here... yet. But an update is truly looooooooong (!!!) overdue now. Since my last post, things got off-track with my modeling/sculpting, I still had work to do for other projects and it all seemed like a slippery slope down to the "Stressful Depression Town".
Well, I got better.
So, in no particular order of course, here's two complete models for you and one... er, non-textured/complete one. I will describe them as we go, ok!
So let's start this post with a gun, something that can be related to Big Bertha even. This is H.A.W.K, an assault rifle, which will be primarily used for my game project mentioned earlier. THe polycount eludes me for the moment, I would guess it was around 4500 - 5500 polys. Kind of nice for a gun in a FPS game.
The second model is one I am quite proud of. I would really say it's prrof of my everlasting struggle for greater results. This one is simply called "The Huntress". She's a half-demon, post-apocalyptic hunter. She would have a bow and some arrows ready, but their not inserted into her world as of yet. With approximately 8500 polys, she's one trendy survivalist in the depressing future.
Oh geez, is there more to show? YES! Yes, there... actually is?
Well, it's an unfinnished model, a taboo in my book. I hate leaving models unfinnished! I did some heavy lifting in the sculpting on this one, learning as many tips and tricks about of to go for working on details and hard surfaces. Anyway, this one is called Beelzebub and is gargantuan, bigger than the average mountain. I would keep this beast on a 15000 - 20000 polys and a high resolution texture scale. If he's ever inserted into a game of any kind, it would be a battle where you would have to get inside of the freaking thing and try to battle a war with the creatures living in him...
Well, it would be something epic at least...
That about covers this post. I am truly hating myself for being so damn slow all this time to get here. Ah well, nothing to cry over I suppose. I'll just start modeling smaller and simpler things for a while instead.
*I am back*
Well, I got better.
So, in no particular order of course, here's two complete models for you and one... er, non-textured/complete one. I will describe them as we go, ok!
So let's start this post with a gun, something that can be related to Big Bertha even. This is H.A.W.K, an assault rifle, which will be primarily used for my game project mentioned earlier. THe polycount eludes me for the moment, I would guess it was around 4500 - 5500 polys. Kind of nice for a gun in a FPS game.
![]() |
| Nothing says "GUN" as a gun that fires as multiple guns simultaneously. |
![]() |
| It also comes in a rotational animation, batteries not included. |
The second model is one I am quite proud of. I would really say it's prrof of my everlasting struggle for greater results. This one is simply called "The Huntress". She's a half-demon, post-apocalyptic hunter. She would have a bow and some arrows ready, but their not inserted into her world as of yet. With approximately 8500 polys, she's one trendy survivalist in the depressing future.
![]() |
| A front AND a back? This MUST be the future! |
![]() |
| Look at her spin! So adorable... |
Oh geez, is there more to show? YES! Yes, there... actually is?
Well, it's an unfinnished model, a taboo in my book. I hate leaving models unfinnished! I did some heavy lifting in the sculpting on this one, learning as many tips and tricks about of to go for working on details and hard surfaces. Anyway, this one is called Beelzebub and is gargantuan, bigger than the average mountain. I would keep this beast on a 15000 - 20000 polys and a high resolution texture scale. If he's ever inserted into a game of any kind, it would be a battle where you would have to get inside of the freaking thing and try to battle a war with the creatures living in him...
Well, it would be something epic at least...
![]() |
| Hopefully you can make out the detials from the overall shape. |
![]() |
| This is the perspective from the average human being. |
![]() |
| Oh crap, the Titan is flipping out! |
That about covers this post. I am truly hating myself for being so damn slow all this time to get here. Ah well, nothing to cry over I suppose. I'll just start modeling smaller and simpler things for a while instead.
*I am back*
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