Showing posts with label 3D Renders. Show all posts
Showing posts with label 3D Renders. Show all posts

Tuesday, May 11, 2010

It's a guuun, and a Geeee-tarr.
It's for the character I just modeled. I Haven't had much experience in modeling/texturing hard edged objects, so I thought this would be great practice, and also a fun object to create. designing it was enjoyable, and I had to do some thinking about the placement of the components for both the gun and guitar parts. The final tri count is 3954, with a 2048 spec, normal and diffuse map (oh yes, those maps are getting shrunk) .


I scaled the maps down to 1024x1024 and I honestly could not tell the difference. Here's a couple shots of it with its map sizes cut in half. The geometry remains the same at 3954 tris.




The final version without textures, only a normal map applied.




Here's the earliest version of it. It's made up of 3.8k tris.


Ping, Lead Guitar

See the guy on the far left of my banner? I decided to model him, he's the first humanoid model I've done in a while. I was pleased with the results. Here he is, at 5046 tris with a 2048 diffuse, spec, and normal map. I tried to keep him low-ish but still look pretty good if animated. I changed up the original design a bit, I thought that the X'ed-out eyes didn't lend much to the character, so I tried something different.

I thought 2048 was somewhat standard, so I went with 2048 just to be safe. From what I have learned with the guitar rifle, I could probably scale it down to 1024 and have it look close to the same, if not identical.

First time ever using spec maps. They're quite powerful I'm finding out. I was able to add a lot of detail in with the normal and diffuse map. For example, the stitches, eyes, wrinkles, elbow pads and knee pads are not quite fully modeled as part of the actual geometry, yet they really stand out as if they were. Those parts were a high priority and something I set out to accomplish with this character model early on.


Mine



I created this as a test scene for something that could be used in a sidescrolling video game. I was introduced to normal mapping with this scene and also practiced bettter texturing methods. "Better" being the keyword there, I've still got a looonng ways to go of course.

The goal for this was to create a simple scene that held a minimal amount of geometry, while keeping it looking pretty nice. I uploaded the two renders I liked the most as large images, and also included the work in progress sheet.

I've been a big fan of the original Diablo game since, jeez... probably since it was released back in 1997? The cave levels really stuck with me for some reason, and while creating this, I kept imagining it. I guess you could say it provided me with some inspiration for this.




Friday, May 29, 2009

Model Progression Renders

These three images show the different stages that each model went through during my time modeling them. I'm pretty happy with how they've turned out. These models were part of my work term (workterm2) for this year. This was my first time modeling aiming for lower poly counts. The top two models are supposed to be zombies, and the third, male human.







Wednesday, May 13, 2009

Glassy 1

I thought it would be a cool idea to play with a glass shader, so I did up this quick animation for practice. When I tested this out in several different media players, I got a different result each time.

Monday, May 11, 2009

On the Lift

Now this was something! it's quite large, and took a LONG time to make. I think it was something like..2+ hours of rendering? I know that's probably nothing at all, but hey, it was my first big rendering job, and it was a lot of work! Anyhow --this has got to be my favorite thing I produced as of yet, and even though the rendering was a bit rigorous, it was still exciting. It Kind of reminds of when I'm waiting for things to cook in the oven. This was totally worth waiting the two hours though, all the work/waiting paid off. Still, there are these little weird spots in the rendered video that aren't appearing on my individual frames. I Better look into that.

Turns out the video came out really dark after the upload, so some details are hard to see if not impossible.


Short Strolls


These are a few videos I rendered of my character walking down a basic scene I created. I tried experimenting with lighting and camera work mostly. I think the scene looks neat without the textures, leaving the lighting to do the work. It was only until recently that I found out that the graph editor can be quite useful for cleaning up animation.




Sunday, April 12, 2009

My first 3d scene... I like the character model for a first 3D character attempt, too bad I didn't quite get the texturing part down. All in good time!