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Showing posts with label Wireframe. Show all posts
Showing posts with label Wireframe. Show all posts
Wednesday, 13 April 2016
Fantastic Voyage: Reworked Kelp Models - Untextured, Wireframe, Ambient Occlusion
I like how these look more so than my previous model, I think they look a lot more kelp-like while the previous one looked more like a fern. Hopefully they'll look as good once I add the Sine deformer. For the wireframe I had too zoom in because the model is quite thin and I don't have a texture map on because I'm going to be using either a blinn or a lambert I think with some incandescence to give it a slightly 2D look while still having shadows/shading.
Sunday, 10 April 2016
Thursday, 7 April 2016
Fantastic Voyage: Leviathan Model Progress
This model has been difficult but I'm hoping I got the most difficult bits out of the way. I wanted to make the face more detailed and gnarled looking even in the 3D model for the Leviathan even though I'm planning on using bump maps to enhance the effect further. I had to add in a lot of edge loops to do this, but I figured since he's only going to be in the animation for a few seconds that it'd be ok that his model is more complex than the other ones. I had to rebuild his mouth because I managed to create a really nasty polygon with way more than 4 edges. I decided to delete the inside of the mouth and rebuild it which I think also helped me create a better lower jaw.
Wednesday, 6 April 2016
Fantastic Voyage: Bacteria #3 - Untextured, Wireframe, UV's, Ambient Occlusion
This model took me longer than the previous one because I kept getting very strange errors on one of my saves so I reverted back to a previous save. Luckily not much was lost except for me cleaning up names of the objects in the outliner and cleaning up some of the UV's which I will finish up tomorrow.
Monday, 4 April 2016
Fantastic Voyage: Bacteria #1 Model - Untextured, Wireframe, UV's, Ambient Occlusion
It took me a while to finish up this model, the UV's took me a while but I think that was just because I was a little rusty with them. Hopefully with the other two bacteria models and my Leviathan Head I can reuse some of the teeth and spines.
Friday, 4 December 2015
What If? Metropolis - Finished Scene Setup (Untextured, UVs, and Wireframe)
I finished modeling/UVing the ground, the pathway and the plane for my matte painting. I also set up my camera and took some renders of it untextured, with all of the UVs and I followed a tutorial to get the wireframe image. I'm happy with how it looks and I'm excited to do the lighting and then texture it. I'm not 100% sure how I'm going to make the leaves yet, I might try some alpha channels but some people have also suggested doing some really low poly models and duplicating them a few times. I could just paint the leaves on the texture but even with bump maps I feel like it'd be too flat and boring. I'm going to see how it goes once I finish the lighting and texturing the rest of the scene, I'll leave the ground till later on once everything else falls into place. Any suggestions/tutorials/anything for how I could do the leaves would be helpful and appreciated!
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