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My Latest 3d Project


Zeealex

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I think i probably need to get more RAM in the near future, mudbox takes up a fair bit and I want to do some fancy 3d art... no seriously... i'm sick to death of arma modding and college, i fancy making some art, without photoshop.

in the meantime, I'll have to do everything bit by bit

started out as this:
BaseMesh.png


is currently this:
sci_fi_helmet__wip__by_zeealex-d7ii5cg.j

i'm probably going to retopologize it at some point and then port it into maya for texturing.

i'm so glad machines are incapable of hatred.

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  • 4 weeks later...

danke Squad_e
aaand here's a concept of what I hope to be able to get in the final image:

and yes, this is an actual render of the hemlet on a static background:
sci_fi_helmet_concept_target__wip__by_ze

the model will be recreated in 3dsMax with straighter edges and more versatility.

Edited by Zeealex
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  • 1 month later...

I've never actually played doom 3 all the way through, i played five minutes of it, got scared, never played it again. that was when i was a wussy knickers though. much more fearless, so fearless that dead space doesn't even make me jump any more.

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see, surround sound just makes everything more boring, because you know exactly where they are coming from so you just turn around... and yawn...

anyway. did the early workings of the body... didn't like it, so i'm doing it again.

46488d1403139557-sci-fi-scene-early-conc

i kind of got my baby back too, had to settle for 2014, as 2015 isn't on the autodesk server anymore :

Edited by Zeealex
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if i can get lower poly versions done and working properly, then i'll probably export them to RV 4.0, otherwise they'll be used primarily for 3d art, the helmet alone is 128,000 polys, i know it doesn't seem it, but it's the modelling method used.

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  • 2 months later...
  • 2 weeks later...

well, it's tweaked and textured, I'm likely to tweak the bump map more, currently it's just accentuating the the current texture, I want to add some defined battle scars into the base in at some point.

if my PC could handle mental ray and advanced lighting a little better, I'd render with that, but it seems to lock the PC up and cause quite a lot of CPU strain (oddly my GPU doesn't kick up a fuss). I might start up Maya and see if the rendering result is any different. For now I'm just using scanline, so the quality is quite diminished.

soo, anyway, here's a modified test render:
scene5_by_zeealex-d81qy1p.jpgBackground by kyle bromley.

I do have my own background scene in the works, as well as some armour in the concept stage.

the tweaked model looks like this without a material: it's not very clear in the render because of the position of one of the lights:
blank_model_by_zeealex-d81r4pa.jpg

It's actually been a big learning curve for me for such a small project, I've learned a lot about using multimaterials, about what I like to call "quixelling" and also how to create more efficient UVW maps, edge modelling seems to be coming more naturally now too, yielding more precise results than sculpting, and in over 97% less polygons.
along with that, the polygons of this model are quite uniform, which I am really pleased with :D

please let me know what you think, suggestions for body armour are appreciated, and let me know if it doesn't do it for you either, any sort of critique is welcome; positive or negative.

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  • 2 months later...

It looks like its failing, but hanging in there, it was an NTFS error that caused the problems, i've backed up the models now so it can fail to its CPU's content.

I will take that as a compliment :3 the biggest two tips of all that I can give as a beginner is use a ghost recon head model/set up schematics for proportion help, and try to follow a concept, i'm doing on helmet at the moment and its not following a concept, i'm finding that one exceptionally difficult.

Edited by Zeealex
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  • 3 months later...

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