Thursday, 29 January 2009






just showing some progress images of my latest build. I am also going to concentrate on this one model, instead of deciding to keep going back and fourth and starting new models. I'll stick to one design and once complteted, will then move onto the next.

Monday, 26 January 2009











After working on my last short model, ive decided that i am ready to start working on my final mehses. they are photographs that i have taken which will be completed in low res and high res meshes. By doing this i can show a high poly count for film and still imagery in CGI, and low res for the gaming market. Here a the first images i have taken and are what i am going to work on in the next weekand so on.

Tuesday, 13 January 2009




I have then continued to insert edges on the head, tweaking and defining more points.
The mesh is not complete yet, i am still aiming to create hair and a photo realistic texture, although still have a lot to work on to acheive this level.


One the image is pulled out to the right distance i carefully pushed back vertexces towards the face, to define the features of the face, such as the cheeck and nose.


i found through a tutorial, (see ogre model below), that working to an acurate shaped plane is the best way to work from when starting the model. once this is done all the inner vertexes are pulled out to acheive shape to the mesh.
This was the last opportunity to decide if i wanted another change in my work. my final showreel is not a complete change although other things will be added. As i said below i wasnt happy with the amount of work i hoped to show. So im going to look at the human form, like a sort of still life approach to my work. A decision came to create either one or two still life images, much like photographs, in which the camera then enters rotating round each significant object that I have modelled myself.
The following Head mesh is part of an experiment that I may also include in my final showreel, showing off more of my modelling sklills.

Monday, 12 January 2009

the pictures below are front and side views of my face which i would like to bring into maya. thinking about what i want to acheive, i feel that completing a few models of human form could be sufficient. they contain alot of detail and have work all around me. My one concern is that texturing is a weak point in my work, so i will either leave it or find a way to work into this.

Sunday, 11 January 2009

First Look At The Boy!!!











Here are some progress shots of the modelled boy that i've achevied today.
The past few weeks of modelling have been very slow for me, after completing one model i am looking into what needs to be done next! I fear that i wont have enough to show as a final showreel if i continue to make the models i have said im going to create, and nothing else. i have been given another project to work on from tim, who gave me the goat work. i have discussed a few things with tim, he is happy with the final model but feels that there are a few changes that need to be made. I am still working on the old warship and the soldier i said i was going to build, although on top of this i am really interested in building another couple of objects. I am not sure if the wacky races themed car is going to be built, as i belive that building the ship has the same sort of approach as the car. I am quite interested in building something fantasy orientated, as these characters/objects tend to have a high detailed finish. For now i am going to begin working on the second model tim has given me which is a young boy produced for the same scene as the goat.

Tuesday, 6 January 2009

The video shown was an experiment see how well fog works, at first i feel the smoke is much too thick, aslthough throughout the video it clears and i am happy with it. keeping in mind that niether the ocean nor the boat are completed just simple at this time.

Sunday, 4 January 2009

Workings on my ocean shader as part of my project, within the week i will put more rendered video of this. All of the following images are part of a side project, the modelling of a goat. I was vwery pleased with the final outcome, although i am still waiting to discuss how tim feels about the finished product.
Close-up smoothed head mesh.

Side profile.


Perspective view.



Workings of Tim's goat




A New Year

Throughout Christmas I have been spending time working again, on some more side projects, as well as working on my modelling. Although i have experienced some major technical problems! I am still currently working on perfecting my ocean shader, which has taken over a week. The following images are a brief insight into what i have accomplished over the christmas break.