Saturday, December 31, 2016
Monday, December 12, 2016
Sunday, November 27, 2016
Security Cam and that Black Friday deal
With a nice 4 day weekend, I had the chance to relax and catch up on things I've been needing to get to, meaning Overwatch and Bloodborne time. No Black Friday shopping in-stores, but I did take advantage of Udemy's 15$ courses. We'll see how they are in the coming months.
For now, I made a security camera using the Crease+ script. I'll post to Polycount to get more feedback, but I need to make it more interesting then it currently looks.
The camera's are based off of these images here:
For now, I made a security camera using the Crease+ script. I'll post to Polycount to get more feedback, but I need to make it more interesting then it currently looks.
The camera's are based off of these images here:
Tuesday, November 22, 2016
Monday, November 21, 2016
Sunday, November 13, 2016
Wednesday, November 9, 2016
Sunday, November 6, 2016
Saturday, November 5, 2016
Sunday, October 16, 2016
Tribot Modo Complete
Man, Modo is awesome. I'm considering on moving from Maya to Modo because of this tutorial. The workflow feels organic and the quality of the model feels right. It's 40% off right now, but I don't have a grand to drop. I'll be making the most of my trial license. Someday I'll get to have a full license.
Sunday, October 9, 2016
Modo Exercise
In prepartaion for the modo challenge, I spent this weekend practicing modo and getting used to the control scehemes. A friend sent me tutorials and a gumroad page to use as resources, where I found a cool tachikoma-like modeling lesson. Still need to complete the feet, more details and a render pass, but I think this can be concluded tomorrow.
I gotta say, after getting used to the setup, Modo is impressive.
Sunday, October 2, 2016
The Build Up
I want to make a mech, but I don't have the expeirence yet to crank one out. So I'm doing smaller hardsurface works before attacking the big one. My next plan is to follow a concept from Deus Ex, and just recreate an arm that has those intricate hardsurface style. I hope this'll just be a two week adventure, because I plan on entering the MODO challenge.
Monday, September 26, 2016
Nicoya
I was watching the debates and diving into Painter, so that wasn't a great idea. On the goodside, I'm listening to some bumpin tunes. I still made a good stride in the material milestone of this exercise. I added in a bunch of leaks, oils and grime. I'll let this simmer and tackle this again tomorrow.
Sunday, September 25, 2016
Wednesday, September 21, 2016
Tuesday, September 20, 2016
Monday, September 19, 2016
Saturday, September 17, 2016
Weathered Rock (No Maya Wayz!)
I've spent the past two weeks rumaging through ZBrush tutorial out there. While I was opening up a file, I saw an older rock texture that was pretty well done. Since it's been a year, I've went ahead and did a quick ZBrush and Substance action. I like how this pipeline cuts out Maya, and in the longrun, could make freelance more easier to join in.
Top image is Substance, bottom is ZBrush. The final polycount is about 5k, which is overkill but I'm not worried about that. My concern was getting comfortable with creating assets and not touching Maya.
Top image is Substance, bottom is ZBrush. The final polycount is about 5k, which is overkill but I'm not worried about that. My concern was getting comfortable with creating assets and not touching Maya.
Wednesday, September 14, 2016
Sunday, September 4, 2016
Compositing Exercise: FR
UPDATED 02: Here's the proxys!
Saturday, September 3, 2016
Mom! Whats this green stuff?
Commuting to Chicago via public transit is terrible. Somedays I'd leave the studio at 5:50 and wouldn't be home till 9:00. Getting to work took about 2 hours, with an overall day of commuting coming out to 20$. Gross. That's also solid reason I haven't been documenting my work this week. Fear not! There will be a car that I can use next week to get to work, cutting my commute down to an hour both ways.
I'm about to put a bow on this environment, but I discovered what Lighting Complexity is in UE4. It's main purpose is to show texel density for lightmaps across the world. A lot of my lightmaps were red and bad, so I spent the past two days cleaning up lightmaps. I"m also cutting back on excessive modularity pieces(the ceiling and floor are all ind 4x4 meshes, when I could just use a flat plane.)
I'm about to put a bow on this environment, but I discovered what Lighting Complexity is in UE4. It's main purpose is to show texel density for lightmaps across the world. A lot of my lightmaps were red and bad, so I spent the past two days cleaning up lightmaps. I"m also cutting back on excessive modularity pieces(the ceiling and floor are all ind 4x4 meshes, when I could just use a flat plane.)
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