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#1 (permalink) |
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New Member
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Ryan Sebenius - 3D Sketchbook
Hey guys,
I've been reading these forums for a while, casually producing some work of my own but never really showing anything (or posting at all, really). I'm going to the Art Institute of Seattle, and now that I'm entering my second year and I'm getting less traditional art and more digital I'm gonna try to kick stuff into gear. I mainly use Maya, though I'm hoping to at least get familiar with Max and XSI in the near future. I've dabbled with ZBrush and never touched Mudbox. I also have some relatively extensive experience with Photoshop. Here's a couple things that I've worked on over the past few months (mostly independently, out of class) Kawasaki Ninja ZX-6R This didn't really have a focus on low-poly and more on being able to work from reference. I didn't end up mapping it, so this is just basic mats. looking back, i made some decisions related to the topology (like, the indents along the upper part of the model) but i ended pretty happy with it. I spent around 18 hours total Beauty Render ![]() LowPoly Wire ![]() Chill Dude This was kind of a pseudo self-portrait, since you can usually find me in jeans, a t-shirt, and flip-flops, but it was more a practice of proper topology, modeling for rigging, and UV mapping. I didn't actually finish the map (i didnt even touch the UVs for the sandals and feet) and the diffuse is pretty basic. It was my first time doing the full deal, though, so I was pretty happy with it. Render with diffuse (don't know what's up with the transparent pants, but as you can tell the feet and sandals are not attached) ![]() Full Wire ![]() Face Topology ![]() So I really want to start doing more regular 3D things - especially with a focus on games modeling. In the end I'd like to end up on environments - if you look at my blog you can see some of the level design work I've done for Smashball as well as some custom maps I've done for other HL2 Mods. However, I'd really like to focus this sketchbook on individual assets, since that is where I'm lacking. I also want to start doing more texture work, and some 3d sculpting. So any criticism on what I've already posted would be very welcome, as well as any suggestions on where to go next. |
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#3 (permalink) |
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New Member
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Kinda funny, right as I set up this sketchbook I got distracted from working on game related art. You can catch up with what else I've been working on at my blog.
For my new game modeling class I have to model three props, all under 500 tris, and a warehouse under 2000 tris. My instructor suggested we modeled crates and such, but I thought with 500 tris I'd try to model a forklift. ![]() It actually ended up at 585, so I'm going to use this just for practice and then model 3 more props. Last edited by rseben; 12-10-2009 at 07:00 PM. Reason: Updated image |
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#4 (permalink) |
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New Member
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![]() One of my classmates mentioned that the budget was a total of 1500 tris for all 3 models, not 500 for each, so I decided I'm going to use the forklift for the assignment and for my second model I went a little more complex. This is supposed to be a robot used for transporting a specific size crate across a short distance. While I'm not building this to be animated, if it were a real machine it would walk over the crate, crouch on top of it, and lock it into the hole in the center. I realize the design might be a little uninspired and I'm looking for your guys opinions! Thanks ![]() Last edited by rseben; 12-10-2009 at 09:13 PM. |
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#6 (permalink) |
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Game Art Student
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The proportion of the character is pretty much of. The head is to small, and the arms are to big.. Ask somebody to snap a reference photo of your self in the same pose, or try to find a nice ref on the net.
The edgeloops in the face are a little to uneven. Try to even them out a bit maby. And try to follow a good edge flow, wish are pretty close to have. A pic used over an over: ![]() The warehouse props looks nice! Love to see some textures on them (: P.S, check your Pm (:
__________________
Valdemar Nyhlén - Game Graphics Student. Studying at Playgroundsquad in Sweden |
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#8 (permalink) |
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New Member
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It's been a long time since I've posted, and I've been working hard. I started to pull it all together and really focus on the arts the past year. I've improved a ton, and I've even started as one of the more advanced tutors at my school.
Right now I'm working with a team to create an underwater submarine base environment. I'm doing most of the more complex models, while the others are focused on specific tasks like lighting, composition, general set construction, and exterior elements. I've pretty much finished the modeling / unwrapping stage and I'm on to textures. I'm a bit short on time for this post, so I'll only post the renders I have on hand. I'll update with some more later tonight. ![]() ![]() These were all based off concepts from a member of my group. The infohub is about 4900 tris; Sorry about the weird shadows! I'll post a bit more later tonight when I get home. I appreciate any feedback, especially criticism! It keeps me motivated when others are involved ![]() |
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#10 (permalink) |
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New Member
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Heres one more. We've started rendering out the scene - sooner than I'd like, unfortunately - so my work as far as models go is pretty much done. My next task on the project is to work on setting up the scene in Unreal. I'll be polishing textures too; as you can tell this latest one lacks any sort of wear or tear, and there are numerous problems I'm going to fix with all of them.
![]() Also, here's a sculpt I'm working on. I'm going to be rigging him for my 3d rigging class. I don't have any plans for him after that, though it's never bad to have a fully rigged velociraptor at beck and call. ![]() I'm already seeing some proportional issues just from seeing it outside of zBrush. His posture isn't very raptor-like, and his tail isn't providing nearly enough counterweight to keep him balanced. I'm sure there's more wrong with him that I'm not seeing, so any feedback is welcome. |
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