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

Sunday, 10 May 2009

Dead Doll



Here is the Dead Doll. The walking undead female wrapped in sack material to imitate a doll.

Thursday, 30 April 2009

Digital Art


Here is a digital piece of art that i made with photoshop.

Sunday, 26 April 2009

Artefact 5







Polygon count - 5102.

Little Update

Heres a little update for my lonely blog. Now that we have finished our client project, I am etremely pleased to say that it was a big success! Working with Adam and Ian has been a pleasure and im proud that our dedication, effort and love has been given in order to make such a film. There are many things that could have been better and we have had many things in mind that would have made it even better but given our ablilities and time, this was limited.

I am looking forward to the exhibition, as I have no doubt that our work WILL stand out and that our invited potential employers will be able to offer us a small starting position in the industry or at least give us some vital criticism and advice on how to improve etc.

However, on the downsides of the exhibition, I dont understand why we poor students have to pay for all these flyers, postcards and business cards and posters etc. This makes no sense, as NTU is raking in £3000+ from each of us! Surely a few measly catalogues and flyers are affordable for NTU?! Is NTU broke? We have payed you £3000+ for each year. For Gods sake, NTU as a £13million library hahahah! Its pretty lame that we have to pay. But ok, i guess some students dont mind about wasting money and dont complain and just appear happy and get on with it and thats fine.

I honestly havent learnt anything on this course, most of it has been very unhelpful and unsupportive. Where were the relevant guest lecturers for animation or games???? NTU has industry links?? my arse...

Despite not being impressed with the exhibition pitch, I am still going to be part of it and I suppose Ill spend the rest of my money on some paper for you to print on. Also, I HAVE MY OWN WEBSITE! I dont want to pay for you to make another website for me and the others! I think I would rather invest in my own flyers and business cards to stand out a bit more than the rest of the sheep.

Yes, I am blowing my trumpet but hey, Im proud to do it and its ALL because of ME! Thanks Toby I love you!

Monday, 23 March 2009

veery high poly !!


123,940 polygons after zBrush!

Sunday, 22 March 2009

Wednesday, 11 March 2009

Monday, 9 March 2009

WTF Artefact 3



THis time I have tried to try spline modelling. Its real hard cos I cant see whats goin on. THeres no faces until I put the Surface modifier on and I have no idea how to attach body parts. I can definately say this method is not working for me, even if i learnt it.

Sunday, 8 March 2009

Saturday, 7 March 2009

Here is our lab idiot


This is the chap that screws things up. (Lucas)

Monday, 2 March 2009

Sunday, 1 March 2009

another test


Dr Hanz's Body
Ignore the lumps, zBrush didnt quite work as planned :(

Old Scientist



Just a few tests. MOre improvements to be made

Monday, 23 February 2009

Polygon modelling method



I start off my using reference photo. THen I place a plane (single polygon) on the eyelid. After, I select an edge and press shift and hold and drag to another direction and shape it to make the eye. After doing the whole face from the front, I work using a side view of the face and start moving vertices to fit the reference photo.

Artefact 2

For this artefact, I have concentrated on head modelling. The face is a very important part of the body because it is the part that people (usually) look at and use to communicate. I have used Angelina Jolie as reference using a front and side image of her. I also used a book called 'Virtual Vixens' which helped me work out how to model the face and head in a fairly quick manner. However some finishing touches took a long time and I needed to get it as close to perfection as possible.

Considering this is the most realistic human part I have ever done, it will also need a realistic matching body as well. I decided to model the head seperate because I find it easier because you can concentrate on just the face rather than have the whole body already attached. After, I will attach the head onto the seperate body mesh.

This head is high poly. I HAVE used turbosmooth with 1 iteration so that it has a smooth rendering finish. Turbosmooth is something I have tried to avoid but for still images its perfectly fine whereas for games, this head wouldn't need that much polygons.

PolyCount: 22,099 VertCount: 15,840. (Turbosmoother ON)

AND DUH...I FRIGGIN COLLAPSED THE STACK SO I CANT GO BACK!

Artefact 2

Friday, 20 February 2009

1st character character overview

HAIR MODELLING DONE AND FACE TEXTURE IMPROVED


GOSH! TOOK FRIGGIN AGES BUT HEY...SHE IS SOOO SEXY!!!

Exhibition Idea?



Hmm, im not good at organising stuff like this...

But...Pop Art? Come one ppl...my skin is brown and i dont really want myself to have blue, red or orange or wotever colour other than brown skin. Theres other ways to be creative than copying some lame freak who does wank art...

I watched a video about him in college...wot a complete tosspot, incest noob...

Ahyhow, theres my opinion and i have no suggestions but I like Ians idea of medieval theme. That would go down a treat. At least you will look like your real self.

Thats wot COULD look like if i was pop art...makes me sick... lol

Thursday, 19 February 2009

lab girl head DONE!


omg! i hate doin heads n hair but hey, i think it came out well.

Tuesday, 17 February 2009

Monday, 16 February 2009

concept characters






Here are some concpet sketches