Here i began to model the sketch i made of the fishy. It was simple to do and i am happy with the way it came out. If i had more time i would go back and put in lots of intricate details but for this project I wasn't able to do so.
However I thought that i would at least put him in and underwater world.
As you can see i was experimenting with a few different positions and putting in a person.
I think it came out really well. If i was able to give him more detail it would look far more evil. rawr.
This is the final piece I used the render i took from Max and painted over a little bits. As he is a made up creature I wanted him to look a little fantasy like, so for the fins and the spiky bits i wanted them to be blue and stand out so it was not like a normal creature that you see.
I would have liked to have rendered the water and the scene separately so i could paint in more details without ruining the water effect. Other than that i like him. He shall be called 'Nuum'
I'm having a look at a few different ideas here. Sketching is not my fortay, so i don't bother going into much details with my sketches, they do just help me get on a general path.
I kind of feel like this one is cheating. However i think the top one looks really cute. I forgot to sketch on its size but it would be the size of an average human head.
I like how dopy this one looks. its like a special fish, massive with diddy widdy fins, but because its so massive compared to a human it would still be frightening. The poinky bits would be sharp.
This looks like a normal fish which i think its slightly boring.
In conclusion i am going to go with the middle dopey one. I am going to model it in max.
Here is a low poly screen shot of the nightwalker. Only spent 30 minutes on him. Wanted to do this fish project.
For this project we are to make an underwater creature. So i did some initial research so i can make sure that you can relate the creature to a real life creature (which would make it look more realistic)
The gills are pretty simple addition just a few slits. The eyes are all pretty basic, there very round and plain looking.
In terms of the mouth it has very large lips that are turned down.
Scales can come in a few different forms.
I have also looked into a couple shells as i am maybe thinking of making a shell creature.
For this project we were require to follow Video 1 through to 5 of Glen Southers Minotaur videos.
Stage 1
In this stage i just began the basic modelling by following his tutorial video. I've done stuff like this before so it was very simple to follow.
Stage 2
In this stage things were still basic and the video was easy to follow. And started to develop the arms and legs more.
Stage 3
This is where things began getting harder, because I wasn't looking the the sketch he was it was a little confusing to why he was doing certain things. Other than that i was able to follow fine. I began to develop his feet more, as well as his hands and belly.
Stage 4
This video was the hardest to follow as he was able to do things to quickly, which made it hard to keep up. I was using max to model the character and he was using Silo, which in his program is a lot simpler to add edge loops, so it was hard to make sure they were the same. In the end they had to be different because I couldn't do it the same.
You'll also notice that the model has changed colour a few times, i get bored of spending a long time on the same thing, to fix this problem i change the colour of the model.
Stage 5
This was a simple video to follow as it wasn't too long. This video was just sorting out some edge loops as well as making his chest area and belly more defined.
Apologies for the smoothing. I know you asked for it without but when he smoothed to do some scenes I also did and then forgot when i took the render and can no longer go back to that stage.
Final AVI Render
Conclusion
In the end this was quite a simple process. Having the reference image would really help next time, especially on areas like the eyes. I prefer point modelling rather than modelling like this. But i am happy with how the guy turned out.
Maybe using the same program as him next time would make it simpler.
Oh i did learn on thing, i didn't know on max that you can slide vertex or edges via a constraint, so that was fun to find out.
Here is a screenshot of the original fat guy. He isn't completely finished, but thats because I wanted to start the minotaur model
For this project we had to take pictures of ourselves and then create a low poly version of ourselves.
Here is the side and front version of the low poly me. I have added details in for the clothes so when it is added into mud box there is already a starter shape.
The basic model of me is 692 Polys
The clothes version is 766 Polys
This is when i took the model into mudbox. It has smoothed it and i began sculpting certain parts. We were meant to have some lessons on how to progress this, but these never occured, so i haven't managed to get any further with it.
I used the lighting I created in the past, its a basic lighting set up, i didn't do anything fancy because I wanted to focus on the paintover. Its a standard 3 point lighting system. One light at the back, spot at the front and a general light.
This is the final image of my turret. I am happy how it turned out. Still not to sure on the painting part. But its getting there. But it isn't a quick process it takes longer then you think it will and might even be easier to texture than to do this. But i understand how you would add images over a model to create this.
For this weeks concept we were to model a turret (we were given an image of the one we were suppose to make) We are then to do a paintover.
This is the work in progress of the turrret that we were given to model, the reason there isn't sketches is because it was something we were set. However in terms of a 30 minute model I am quite please with how it turned out.
These are the notes i took from the video. Pretty basic.
These are the final uploads of the Sci Fi plant, I like where it was going and it was happening how I would have liked it too, I also like the colour scheme.
If i were to go back and change it I would have added a floor for it to sit on so that it looks like its on something rather than just floating around, Also, just under the bud I would have liked to have put some leaves in so that it looks like its sprouting.
Unfortunately this was made at the time that I had no internet, and sculptris no longer works on my PC now that I have internet so I cannot open the file and export it elsewhere to create a turn around, as i can no longer access it. This means that I can't create a turn around and cannot justify the lighting.
If i could I would say that the lighting is awesome and makes the plant look cool, and -spin spin-
Here are my sketches for the alien project, along with a human to measure the size. I don't really like the first idea, looks too much like a tree. I so like the second idea, i think this is the idea I will go with, it does look abnormal and i like that.
The third idea was my favourite but it looks like something that wouldn't actually exist so i don't think that it would look believable in real life.
For this project we were asked to make a Sci Fi plant for a Sci Fi Landscape (and create it in Mudbox) so for this I researched a potential place I would like to have the plant, and then began researching the kind of plant that I would want to create. I looked at these plants because I want it to look like something from real life, so you could imagine it being real.
Here are the final models for the wrinkle project. I decided to model wrinkles in max as sculptris wasn't working on my computer and I didn't have the time to learn how to use max or zbrush.
I so like how it has come out and it looks kind of eerie, i like that. However I would have liked to have put some more creases in, but it was really good to learn how fabric drops and where creases would appear.
Here are a couple sketches for this weekly task i had a look at the tortoise and a cloth.
I like the cloth the best as i think that it something that will prove more useful to learn in making games, but i do really like how my tortoise sketch came out :).
I will be creating this piece in 3D as that is what I am focusing on now.
For this project we are to make a wrinkled piece, as you can see from the reference images what is meant by wrinkles. This research helps as you can see the different ways in which wrinkles develop.
I like the elephants trunk and the tortoise's neck as an idea at the moment, and i think they would be okay to model, but I also like the idea of modelling cloth, as i like the way that it sits.
So I've decided to go for a little rounded ship. It looks a little different to my sketches-but I prefer that. It looks more ship like now.
This is my final render, I have textured it (purple and blue with the number 22) I used the lighting set up I created in the past as I know that it works well. I am happy with how the ship came out - however I am a low poly modeller, so i find it difficult to continually add more polys to create more details as that isn't the way my brain works, so it could have been more detailed, so this is something I will have to work on from now.
Also the scene could have been better but that wasn't what the focus was.