Monday, 23 March 2009
so my blog again has been very slow! everything is under control, i'm just getting my dissertation out of the way. On thursday, we had the the chance to meet someone within the industry recommending what was going to be best for our showreel. After leaving my idea of creating a soldier, it was recommended that i should do something that is a high interest of mine. So, i shall be going back to using a soldier character form with completed texture with a posture and moving camera angles. i shall also make some small environment work showing my normal mapping skills. this is a technique used to minmise data use projecting a flat texture underneath the texture giving the illusion of creases and cracks.
Sunday, 8 March 2009
Saturday, 7 March 2009
here just some more referencing of my most recent workings. Again my practical work is being set back as i am in the process of completing my dissertation. The picture seen is showing the teeth and tongue i have modeled for my head mesh. i aim to import the head mesh into z brush and make a high detail normal map for my head. i still need to complete the hair nurbs. i will achieve this by photographing some hair sources and turning them ti tiff files. i will do this soon and show my workings.
Tuesday, 3 March 2009
easter is very close which gives me very little time and so little to do! my model options have changed yet again, and i aim to keep these choices as part of my final outcome. building my whole body has slown down and will not be completing this. i wish to generate a really strong facial rig with little animation, mainly aiming for nice texturing and modeling. i want to bring environment back into my work as our main brief was environment design in year 2. i will take pictures of housing and complicated architecture. all my research is a very simple task, i aim for the best quality, obviously! and will be mainly focousing on texturing myself for now. depending on time i will look into other ways of performing attractive work with strong rendering options, such as bump mapping.
Monday, 2 March 2009
Thursday, 19 February 2009
going back to one of my face models, i have looked into tutorial support on the internet which has helped me look into other ways i can generate realistic styled hair. forming NURB planes around the scalp and then importing hair strokes as a tiff for example should work above are a few images of the process i have also set an occlusion to the smoothed version to see how shading might inflict the hair in the scene. i feel i may have to move the planes closer still to the model.
Monday, 16 February 2009
Tuesday, 10 February 2009
Monday, 9 February 2009
work has been consistant although aswell as working on my 'guitarist', i am also working on my dissertation so no work has been uploaded in for a while. i am still working well on the main model proposal although struggling at the moment. yet i am confident that this will not be a problem. here is a simple tunraround on the working of my model.
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
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.
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
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
Sunday, 4 January 2009

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.
Tuesday, 9 December 2008
Another Side Project!!!
I have just discussed more work with another student, which i am really looking forward to getting into. i have been given a clay model which again needs to be brought into maya. This model is a goat, which is really good for me, giving me a wide range of different objects and characters. Again, i will show my workings and a build up of process.
Friday, 5 December 2008
Thursday, 4 December 2008
The blog has not been updated recently. At this time i am managing my dissertaion, and sorting my own as well as other peoples projects. I have spoken to a few other people in the class that would like me to model some of their characters also. When i get these images i will post them onto my blog. I am also creating an animatic which will shortly be part of the blog.
Tuesday, 2 December 2008

And here is the final picture, which has turned out well. i have stuck to my guidlines well, and am really grasping onto the techniques i need to have to model other/most drawings/pictures. I dont think i am going to use toon shader as it doesnt really span out my capabillities. If i do chose to use it, it will only be used in little of my models.


Here is the same pistol but with a more extended nozzle and wider body, much like a characterised version of the first modelled pistol. I am pleased with both of these models, and from this i have made an occluded version, as seen. i will bring the preset into the scene when i get the chance to, (when at university).
Thursday, 27 November 2008
Another Change In Work
with my soldier we have also come to a better, more stronger desicion of giving the soldier a stylistic look to it. i feel this is going to give me a better range in my works, moving from realism to caracature type work.
So with the gun i have made, i could still use it as part of my work, but maybe give it a cartoon style look to it. to give something the cartoon look, we need to concentrate on the strongest freatures of both the character and the objects surrounding him. Much like, in this circumstance, his/ her weaponary.
So with the gun i have made, i could still use it as part of my work, but maybe give it a cartoon style look to it. to give something the cartoon look, we need to concentrate on the strongest freatures of both the character and the objects surrounding him. Much like, in this circumstance, his/ her weaponary.

I did have a few minor concerns with it, although i quickly moved from these after making a simple soloution. i made the top section of the gun first and then worked my way down, (inserting edge loops) where the pistol was built of different sections. E.g, the trigger, lower nozzle, and the handle.


Wednesday, 26 November 2008
Whilst working at home i don't have the opportunity to work on a graphic tablet, only CG based work. So whilst away from the studio i am going to build parts of the models in which i feel are the simplest to make. I am going to firstly look into making the weaponary for the soldier, which i have already research from the Internet for.
Within this, i have come to a final agreement with the help of my tutor, as to what i am doing for my other main model. I am going to create a car, although one of my own imagination, I'm going to give it a cartoon style approach. With my own Wacky races type look to the model.
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