Friday, 16 August 2013

Gun Formative

Real Life Gun Formative

For my formative i chose a Tommy gun. This was the first time we really had to use normal maps. Id only every created one normal map before and that was from a 2D texture. I never got around to texturing this as i got stuck on normals maps. The biggest thing i learnt from this project was not to put all my time doing one part of the project. Once i had my gun modeled i spent close the the rest of the week just trying to work out how to use and bake a normal map. As you can see it never come out pretty. Also when we got the brief my class and i though the poly count was 2k quads not tris. coming from a animation / movie diploma we didnt realize that our briefs meant a tri count. This was a huge hurdle to over come.  I started just working on one part of the gun, the barrel trying to perfect that before moving on to any other part of the weapon  In the end i had a grey scale model with a unusable normal map , with double the Tri count

Tri Count: LOD 0-4162 (Limit 2k)
                  LOD 1-3842 (Limit 500)
Texture size: 521 px
Software used: Xnormal, Maya
Renders: Taken in Maya











Updated
I mangered to get my normals looking better but they still weren't even close to normals i could use, So i decided to change the uv map to see if it was my Uvs that were the issue


Texture size: 2048 px
Software used: Xnormal,, Maya, Photoshop







Rock Formative

Rocky Week

During this week i fell ill so i was un able to do the work in class and fell a little behind. We wee only allowed to use zbrush to create our rock and then re topogize  bring it into maya and make some LODS, with textures. 

Tri Count: LOD 0- 608 (Limit 600)
Texture size: 521 px
Software used: Xnormal, Zbrush, Maya, Photoshop
Renders: Taken in Maya and Zbrush







Changes 
 I changed the rock completely I created it zbrush using hpolish and smooth as well as i got to play with some alpha tools which was a new experience for me. I got the tri count under the 600 which i failed to do so in my first attempt, My normal map also came out quite clean and nice first try. Super happy moment there :)  

 Tri Count: LOD 0-588 (Limit 600) 
 Texture size: 512 px
 Software used: Xnormal, Zbrush, Maya, Photoshop
 Renders: Taken in Xnormal, Ddo, Maya and Zbrush












Weapon Modelling Summative

Skeleton Scythe 

I went for a more organic style for my weapon summative. i got a lot of inspiration from darksiders, and god of war. I created the skull in zbrush as well as the ribs. 
I started off with the ribs being one mesh each but the polys hat ate up was way way to high so i had to rethink it, and ended up bring it into zbrush to create it as a whole.Creating the ribs was by far the most challenging part . 
Tri Count: LOD 0-3757 (Limit 2k)
                  LOD 1-1775 (Limit 1k)
                  LOD 2-976(Limit 500)
Texture size: 2048 px
Software used: Xnormal, Zbrush, Maya, Photoshop
Renders: Taken in Xnormal, Maya and Zbrush



                                     








                                     












Tuesday, 6 August 2013

Group Environment Formative

Bridge

For this project we were put into groups, My group decided to go for a underground themed roman style. I was set with the take of making the bridge that would go between platforms. We got taught how to create normal maps from a jpeg, once i had created my diff map i then use crazy bump to make my normal map. 

Tri Count: LOD 0:4254 (Limit 3k)                
Texture size: 1024 px
Software used:Crazy Bump, Maya, Photoshop
Renders: Taken in Maya














Monday, 22 July 2013

Humanoid Modelling Formative

Demon Bust

Project we got given was to create a head bust in zbrush, then retopologize it so it could be textures.
I first started with a monk like guy which i should have kept going with but after a few days of playing in zbrush i decided i was Pro( bad idea) And decided to go for something more extreme so i went with this guy. A horned faced demon. I found an awesome tutorial that taught me how to do the horns . which was making a make , adding mesh to that masked area and the using the snake hook tool to get a desired shape.
I didnt have as much time as i hoped for for texturing and i just went for a red vain looking face texture with purple horns.. it turned out pretty terrible.

Tri Count: LOD 0-15990 (Limit 8k)
                  LOD 1-4996 (Limit 4k)
                  
Texture size: 1024 px
Software used: Xnormal, Zbrush, Maya, Photoshop
Renders: Taken in Xnormal,  Maya

















Changes

Time to fix this guy. I dropped his tri count so it fits within the correct poly limit i also re did his uvs and normal map. As well as gave him a new texture.

Tri Count: LOD 0-7266 (Limit 8k)               
Texture size: 1024 px
Software used: Xnormal, Zbrush, Maya, Photoshop
Renders: Taken in Xnormal, Ddo,  and Zbrush