Thursday, November 17, 2011

This isn't 3d Modeling...

This is what I'm about to turn in for my third project for my Digital Imaging class.

Friday, August 5, 2011

I AM THE MASTER!!!!!!

Ok, it was like a light-bulb flipped on and I was working at warp speed. I figured out (with sage advice from the instructor, thank you Collin!) how to export from mudbox and I was making all kinds of cool stuff.





Monday, August 1, 2011

Ran into some issues tonight

I tried merging the shell parts back into the default swampy scene and they were scaled super small. When I re-scaled them back to fit swampy, it broke the displacement maps and normal maps. Not sure what I'm going to do about that. I might import everything into mudbox at the same time and see what happens. Which brings me to the issue of the dragonfly wings. I modeled them, uvw unwrapped them, got them into place, and basically got them ready to be imported into mudbox. Here is how they look with everything else.



Sunday, July 31, 2011

I've got Swampy's shell done!

Well, here is what I've done tonight.

The 1st is the full thing rendered in 3ds max with no lights, the second is the low res version with a normal and displacement map on it. something weird is going on in the second, but I might be able to work that out this week.


Swampy

These are renders I'm going to use so I can plan where I want to put exoskeleton/carapace pieces over Ol' Swampy. 



Thursday, June 30, 2011

Ammo Room Again!

I unwrapped just about everything in the scene, but I've only created textures for the ceiling beams, the metal roof, and the table.





Friday, June 24, 2011

Ok, this is the real final pass

I didn't like how orange the rust was looking, and I figured out how to add the elemental power look to it.





Final Pass

Well, my idea of creating a light with volume effects inside the pillar with noise in order to make a glowing effect didn't work, and after spending about 20 hours on something I couldn't use, I decided to weather the metal part more.





Tuesday, June 21, 2011

3rd pass

Still adding rust to the top portion.




I'll add in more rust on all the faces that aren't flat, and then I'll create cracks for the marble base, and to finish off I'll bake in another light pass and then I think I'll be done.

Monday, June 20, 2011

2nd pass

I've started the second pass on the project, and I've started the weathering process for the metal portion of the pillar.




I noticed that there were still some portions that were being mirrored so I separated, broke them apart, flipped them and set them near where they were supposed to be. Here it is rendered to a texture.

I noticed while I was rendering these that part of the beveled trim of the pillar didn't have the correct smoothing groups assigned, and I didn't like how flat gray the metal looked, so I changed the output levels of my sky map that I had assigned to the raytrace reflection and I corrected the smoothing problems on the front side (I'll have to check the back side tomorrow.)

Also, I think the lighting is a little too harsh, so I might add a skylight to soften the whole scene up.


Sunday, June 19, 2011

This is my 1st pass with the avatar pillar project.

I'll probably make a new texture for the brushed metal that I used for the non-weathered metal top portion of the statue. I think the marble base is coming along pretty good too. I'll add in some bump, and then paint in some cracks and pock marks as well as testing out some alpha in a couple of the corners to make it look like they are worn off a little. We'll see.



Here it is rendered to a texture.