12/20/12

ACP 45 Backup W.I.P II

An update to my ACP 45 Backup. I started on the texture sheet and finished up some minute details on the model. I plan on normal mapping, specular mapping, and doing a clip as well as an ammo box for a small scene. The gun is currently at 854 polygons.



12/19/12

Sky Scene Fin

Finished the skyScene that I was working on. I sent the models I created into UNITY 3D and created my own skybox. I also created the cloud particle effect for the cloud. The entire scene is 8k polys.

The water in the scene is Unity preset water. The brushes were found here for the buildings in the background - http://streetsmash.com/photoshop-building-brushes/




12/17/12

45 ACP Backup W.I.P

Been blocking out another weapon while working on my scene, this is a .45 ACP Backup that I am creating. I plan on texturing, normal mapping, and specular mapping this gun as well. I will be adding more detail than I did with my prior gun, all the while attempting to keep it at a lower polycount!


12/13/12

Sky Scene W.I.P II

More images of the scene I have been working on. I plan on adding foliage to the area to break up the symmetry. As well as a centerpiece in this room, possibly a fountain or man-made Pond. This will also be my first scene with heavy emphasis on lighting. Stay tuned!






12/12/12

Sky Scene W.I.P

This is the first part of a scene that I will be working on for the next couple of days. I have the area blocked out, now I am beginning to add detail to each model starting with this wall here -


It was made by making stencils in mudbox to position onto the model and was created in Mudbox.

12/11/12

Realistic Human Mesh Animation Ready F.I.N

This is a mesh of a base character I created.


In the last post, I had created a diffrent head, this head had complications when I was doing the retopology. I had to recreate a diffrent head from a cube. That is the head on the right.


So I attached it to the mesh and finished the Mesh. coming in at 3,758 polys.




12/8/12

Realistic Human Mesh Animation Ready (W.I.P) II

Another upadate to my Human Mesh. I have finished the torso as well as the arms
The elbows were done in the same manner as the legs (in an opposite direction of course.) The hands were built from cubes, then attached to the mesh.
Also begun work on the head. Blocking out the main parts of a head, started from a 12 sided sphere. I will construct all basic parts to match general anatomy, as this model will most likely be sculpted on in the future.

12/6/12

Realistic Human Mesh Animation Ready (W.I.P)

Been working on making some Realistic Human Meshes that are animation ready. I have been working on those for about 2 hours today along with some trial and error test animation
While messing around with some bones in 3ds max, I was noticing that I was having an issue with the knees bending. If you just allow polygons to go around the leg, when animating it the polys would pull through each other during the animation (very frustrating.) I played around with a couple different ideas on paper and ended up picking this type of correctly bendable knee.
Some more images and turbosmooths
Also have been making this mesh on a 1 to 1 ratio with a real person. I found some images on http://www.3d.sk/ Their you can find many reference images for anatomy purposes.

User Interface Template Screens

Here are some User interface screens I created for a Tron Game, Vector stuff created all in Photoshop.

12/5/12

Browning Pro 9 Fin

Finished my guns last night! Woke up today and started optimizing the textures and adding in some missed details. Coming in at 1033 Polygons. Also these guns have been normal mapped and specular mapped as well.

12/4/12

12/3/12

Logos (Never saw the light of day)

A few logos I created in my past. Some that I felt looked nice, yet never saw the light of day due to other logo variations being chosen!









Browning 9 Pro W.I.P

This is my Browning 9 Pro that I am creating in my free time  I started out blocking out the gun, then I have begun adding more detail to it. Planning on Texturing, normal and spec mapping it.