Saturday, 1 August 2009

Tuesday, 14 July 2009

more environments





heres more renders. not that anyone cares or looks at it...

Friday, 12 June 2009

some 3d environments






Some environments done in 3d max, textured and lit and added more effects in photoshop.

Thursday, 4 June 2009

*****IMPORTANT*****

*******ATTENTION********
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Because my actual online portfolio wasnt published on my exhibition post card (very disappointed about that GRRR), I would very much like it if you visited my online portfolio.

www.theunholy.co.uk

thank you!
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Monday, 11 May 2009

Texture Map


This is the unwrapped template and texture. This time I didnt make it too tidy as it wasnt important.

Artefact 6

Artefact 6.
In this experiment, I have tried to conclude all the artefacts which I have produced. All the methods that I have researched and experimented with have been taken into account and summarised in this one. Upon learning that and box modelling is the best way for me to model a character, I decided to make a simple low poly character (considering low and high polygon). I wanted to achieve a good effect by using as few polygons but by applying a good texture, therefore hiding the fact that it is a low poly model with only 1,022 polygons.
I used a biped to rig the character to give it some life by posing it as opposed to the standard ‘T’ position. I believe bipeds are a much quicker and efficient way to rig a character however I understand that form some organic forms or more complicated models; a custom rig using bones is more flexible.
I have unwrapped the character using the UVW unwrap modifier and even though I am not very familiar with this tool, I have managed to make some sense out of it. I managed to unwrap the head and applying a texture but upon proceeding to the rest of the body by selecting the polygons and adding a texture, it also changed the head UVW coordinates. So, I managed to partially unwrap the model but the rest is mapped on using the UVW Map modifier.
I also gave this model plenty of information on the joints for it to bend properly and notice that I have made the joints deliberately thin to avoid major envelope issues and mesh clipping. By making a slightly thin character has been effective as the biped worked really well despite some small envelope issues which can be fixed.

poses