Thursday, 28 May 2009

Monday, 11 May 2009


Another model I produced independantly from my other models, my own guitar. I felt that as part of my showreel I could involve work that interests me personally, with the obvious soldier, my interest in combat scenarios, I wanted to show something outside of this also.

the Two images shown of Tim's final goat, again have been involved as part of my showreel, again for the same reasons as the hand and thompson, we can look closer into them through the blog.






around my soldier work, i continued to work on my side work for Tim, and also some 2-d roto-scoping for an outside project, which at this time I am unable to show as it has been taken for the film footage, for their degree. yet i have some referencing images that are displayed above, counting as part of my mark, which have been displayed in my showrteel.
This was the near to the final outcome of my compltley finished soldier, textured. As a still i think it works well yet if we were to move round, i feel that the textures are plain, and have no real feel to them. In this i could have considered looking into normal mapping, yet i am happy with the end result.
Here shows the final Thompson sub machine gun with texture, again seen in my given shoreel.
Here is the texture i assigned to the hand i created, which I am pleased with, yet i had to cinsider if I wanted my soldier to have colour to only some areas. I also understand that such as this image some are are also displayed in my showreel, my reason for entering it into this too is so it can be studied for longer.

Here is a closer look at the model at the same stage with an ambients shown seperatly as well as with the textures included.


Here shows both some texture and the ambient preset test. I am pleased with the hands and and thompson sub machine gun yet when compilling all the head and clothes textures into this i am not fully pleased with the 'realistic' aimed approach.


The model shown is obviously without the head yet this was when i was looking into texturing the geometry. I never found a strong way to texture and was concerned with the final outcome eachtime. Here is just an ambient preset test that was composited into the following.



the Given UV texture map that i created and used used when look into texture mapping my head. I found the best way to produce the besat maps was through automatic mapping which takes up to a nuimber of 12 shots of the uv's around the model, which are then put into the editor which can then be moved and attached back together in a cleaner approach.




before the movement and position change of the body above shows continued sculpting of the soldier. using simple sketches and photo referencing to help me with my model.
Here shows the geometry all of angles. I tend to use this camera setup so i can see that the geometry works from most angles, and with the proxy mesh assigned i can see with the render view how my final geom try will look at that given stage.

Here all assigned is a three point lighting method, without any occlusion, yet with final gather and mental ray. the surrounding is not my final proposed background, but at this stage I was intrigued to see how the light would work with it. I chose to get rid of this as when using an occlusion preset, the images were much too dark.


my model has been completed but to get the strongest effect i felt that changing thwe position of his body will help. i gave him a sprinting stance to bring in the effect of mid combat. have also produced a simple ground as part od the scene, just so he's not standing on air!