Tuesday, May 31, 2011
spr 11, school updates
for my cg modeling class, we got to choose what kind of final we would like to do. i based mine off the naughty dog modeling test, where you're given a vis dev piece, and you are asked to model it out so it can be put in a game engine. i chose a vis dev piece off of sly cooper, but modeled it as if it were going to be put into a game with more realism, such as lara croft or uncharted. even though my skills were pushed, i learned a whole lot through this process, especially with the help of my peers. it's a shame that the video feature for these blogs make the resolution really small, i need a better way to showcase this project.
snes controller
Sunday, May 29, 2011
nes controller
there was a challenge i've read on a forum some months/year back where you model an nes controller under a time limit. i wanted to go as low poly as i could but without the use of bump/normal/disp maps. i got it to around 2k tris within 3 hours of modeling. texturing and lighting took a while since i used this model to play around in keyshot. since i'm still learning the program, i went back into maya's mental ray and rendered with that instead. there's some slight faceting, but overall i'm pretty happy.
1866 carbine
revision for one of my assignments.
i've heard that lighting really makes the difference for modeling renders. you can have the greatest modeled thing, but have it look amateurish with bad lighting. lately, i've been watching a whole mess of tutorials on mental ray lighting, as well as experimenting with keyshot (hopefully i get to fully understand this program)
Saturday, May 28, 2011
spr 11, vis dev: widow ching
nickelodeon character design
spr 11, vis dev: tree house revised
this was so much gary soto. but in the process, i think we learned much more than we did as opposed to moving on with a new project. for my external scene, i tried experimenting with a broader color range. i know i fail with that attempt, but at least i tried. better that than being too safe (since my two from the first round, and my interior revision were all limited pallet)
spr 11, vis dev: tree house
more gary soto. this time we did a tree house based off the same gary soto poems. even though no where in the poems are a tree house described, we are to create one as if his characters made one. this was the first round of tree house ideations. little did our class know, that we were going to spend even more time redoing these.
spr 11, vis dev: kitchen
vis dev isn't my emphasis, but this class was a blast to take. i do realize i need to sharpen my photoshop painting skills, even though this was my first time really painting a picture with this tool (but that shouldn't be an excuse).
this project was our first one, creating a kitchen scene inspired by a Gary Soto poem.
Friday, May 27, 2011
conan
our assignment for my modeling class was to model out our version of conan the barbarian. but i was not able to get into the texture stage of it. maya hair was far trickier to figure out than i thought. but i did come out of this class with a lot of information. i knew going into the next semester that i would finish whatever project i have, no matter what.
115 animation
ive got to say that fall 2k10 was one of the most challenging semesters i've had. i've felt that i did not produce the kind of work that was expected of me during that semester. despite this, this is work that i've done so i will post it. this is a testament to myself not to fall behind this much art wise.
this class was tough, especially since i was not too fond of my story's animation. it was really hard to get into. even now, i find myself turning away as i watch this. but it is work that i've done, so it must be posted.
this class was tough, especially since i was not too fond of my story's animation. it was really hard to get into. even now, i find myself turning away as i watch this. but it is work that i've done, so it must be posted.
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