Asset Design and Modelling: Sub-Component Editing

In the next lesson, we started to be shown how to sub-component edit models, which I already knew about while doing Nextgen.

This task was to show us how to split models up as well as combine them using Mesh Combine to create a hand.

 

Creative and Technical Modelling: Texturing and Final Model

After my update post on my model, I started texturing sonic within Mudbox using the painting features. Final Model at bottom of the post. Final Model Below https://sketchfab.com/models/9b42d967f60841d3a5d5d620ef779ee3/embed Low Poly Sonic Model by autumnlegend on Sketchfab

Creative and Technical Modelling: Continuing Modelling & High to Low Poly Workflow

What is High to Low Poly Workflow?   How are you going to do it?   What will it look like on your model?   What programs will you use to create it?     Continuing Modelling.   So from … Continue reading

Creative and Technical Modelling: Research and Beginning the Model

We will be starting a 9 week modelling challenge to create the best 3d  model that we can.

Brief: “This model needs to show a high to low poly model which uses normal map baking.

This model will be UV mapped and textured. During this project you will also learn about Specular maps and emissive maps”

Untitled-2.png

 

The first thing to do was to find some images of ideas that I want to model.

I chose vehicles, characters, weapons and objects.

These are the images I chose to use for my research.

This slideshow requires JavaScript.

In the end, I decided to chose Sonic to create my model with.

 

I started off in 3DS Max, but almost immediately ran into issues where the box I had created couldnt be selected and altered.

So I swapped over to Maya to create the model.

I added two reference planes so that I could use them to help create my model.

Then I added a box shape and began modelling from that.

Untitled-3.png

Untitled-3.png

Framestore 3D Modelling Challenge: Bulbasaur

We received a task from Framestore as part of ‘Celebrate Your Unique Talent Day’ to create a 3D model.

“We would give the students 2 hours and the only rule is that they have to start from a sphere, no pre-made models allowed.”

PLACEHOLDER BLOG POST – INCOMPLETE POST

bulba2bulbasaur_bethanycassap_thumbbulbs

 

Mudbox: Adding Surface Detail

Today we are adding surface detail to a character within Mudbox. To do this,we have unwrapped the model and then we will be adding surface detail to the model in a high poly state, before baking it then moving it … Continue reading