Sunday, November 9, 2014

Veela Unwrapping

Been doing some unwrapping. Note to self. I have to give her a skirt to cover her backside. I currently don't like having just plating for the backside. Slowly unwrapping piece by piece and applying Smooth mesh after unwrapping.




I'm going to have to bring this into mudbox and do the backing there. Sadly I only know how to bake in one tile using Maya. If anyone else knows how to bake in multiple tiles then I'd be glad to hear it. Here are my baking settings.


Personally I really hate how it'll leave a line running along the border of the UV shells.


Tuesday, October 21, 2014

Female Character

Never Ever start modelling without an original design!!! For my character I have done lots of experimenting. I've been spending hours working on armour pieces going back and forth. If it doesn't contain any continuety or cohesion then I'd dellete it and start on the same armour piece again. I am doing allot of trial and error. I truly wish I had a design before going straight to 3D.




So I've done 4 rough designs of helmets which have cost me 2-6 hours to build. I am now working on a 5th design which I believe will work better. S far it's been 3 hours. :P



Saturday, September 13, 2014

Veela: Leg armour

So far the legs are almost done. I just need to work on connecting the shoes to the leg plate somehow. I also think I need to do a little bit for the knee armour too. The shins were simple. I copied an armour piece of an elite from Halo.










For the feet I subdivided it and did some line work were I extruded in and out of a couple of faces.



I enjoyed achieving this piece of detail were I used four deformers to have it going along the shin. I used 3 curve deformers to curve it and then a lattice deformer to widen the top of the shin guard.




Sunday, August 31, 2014

Veela

Did some work for the head. I want her to have long hair so I deleted some of the objects in the back but kept her ear piece hidden. I might have a headphone kind of thing



Trying to figure something out for the legs. Also I think I'll go back to the arm piece later. The design. I feel as if the design should be a little more intricate.

Friday, August 1, 2014

Veneno low poly

I have the big vents on the top back of the vehicle and I am very pleased with the outcome. Though I don't know if I could've achieved the topology any better. It was quite a pain trying to figure out the topology till I decided to draw it out in photoshop. I think a learnt a good way of figuring out topology. First I draw what I want and then I approach in 3D.



I still have allot left to do. A bit more of the back, capping the sides, the wheels, some more refinement on the front and allot more. One thing I should note is that the wheels will take up allot of polys so I should be carefully in my workflow. I guess I can find ways to reduce the overall poly count on the body.


Wednesday, July 30, 2014

Veneno low poly

Slowly setting up the net for topology. I think I almost have an Idea of what I want to do.

Veneno low poly

Whenever I do a high quality 3D project I work in 3 stages. These stages are almost similar to drawing stages
1: basic blocking figuring, out the size and proportions of the Prop or Scene.
2: Detailed blocking, figuring out the proportions of the detail within the object. (I sometimes tend to accidentally skip this stage)
3: Smoothing, refining adding more detail. This is the part where it gets to a really high poly count.

For now I just plan on getting to the detailed blocking stage restraining myself in the 5k poly count. If I end up with less I could probably do some environment stuff.



For ease of modelling I'll sometimes work with separate objects and then combine them later on. This is just so I don't have to trouble myself working all over the place with polys and edges.