Monday, August 15, 2011

Winston Powell's Final



My online portfolio can be found [HERE]

My prosses for making the character can be seen in my blog [HERE]

Site




http://digisculptor.carbonmade.com/projects/3230678

here is a shot of the completed molly pitcher, as well as some of the textures made for her.

thevikingartist

thevikingartist.weebly.com

Veil Runner

level sits on ship


Portfolio: http://danielloogameartisan.blogspot.com/
LinkedIn: http://www.linkedin.com/pub/daniel-loo/32/826/28b

Where it's At


Here is the final high poly pose of my Armor, and the link to my webportfolio, which has the rest of the images associated with this project. I will discuss them later today.

Creative Fire

Final Presentation






Portfolio: http://AimDiab.head-desk.org

LinkedIn: http://www.linkedin.com/pub/aim-diab/34/203/334


Josh White Final






Here are the "Final" Renders of my Ship. Pretty happy with how it has progressed, but I'm not even close to being done with it. Planning on adding more detail as well as improving the textures (Have eat 3D's Next gen Texturing Techniques. Gonna go through that over the break.)

Fly-Through Animation: http://www.youtube.com/watch?v=JRWjZTjfPj4

Link to my portfolio: http://joshwhite3d.carbonmade.com/


Final Rover

I've had a predicament that I had to decide on when making final renders. I am not personally the best lighting person out there. Usually I rely on 3ds max's light tracer / ao lighting setup to help my models really shine. The problem is that with normal maps it kind of makes them look a bit flat and in certain angles non-existent, however it makes everything else look nice. I decided to try and get some angles that still preserved the normal effect taking place, but also using AO lighting setup. I may continue to try and come up with a really nice light setup, but for now here is a final base mesh render. The rest, including high poly renders, maps, and wireframe shots will be on: www.joshhemmyonline.com



Sunday, August 14, 2011

Train Final Render

Here is the final render of my train.  I would have gone back to add rails to another render but my CPU has suddenly started overheating and I can't render without the computer failing.

More WIP screen shots can be found in my portfolio here http://dennisporter.carbonmade.com


Thursday, August 11, 2011

Bulldozer unwrapped







This is what I was able to get done for Monday. I will continue to work on this for a while.
Rigged http://www.youtube.com/watch?v=DtwUebH8GxY animated
EDIT*** This is the basic normal and AO for this bulldozer, many errors to clean up

time for UV packing ugh =(



Lastly: Portfolio http://patrickgantt.carbonmade.com/
Linkedin:

Monday, August 8, 2011


Final pose render for the Afflicted characters


Armor Spirit WIP



I've been playing around in Max's material editor trying to get a translucent material for the spirit that is in my armor. I'm almost there. I want it to have more of a glowing effect. I also need to clean up the mesh of the spirit a little more before I take that and add it to my armor in zBrush, where I will do the final posing.

NURBS Banner and other work.


NURBS Banner converted to polygons


 Progress on deck






 Vehicle I made over last weekend


 Game I created with my buddy Tim.




The high poly is finished. Took me a very long time but i am pretty happy with the final result. Low poly ready to be baked. I stopped doing this right now because of the amount of time bakeing requires and its 4 AM.
For a little extra I started working on another model for the Afflicted. This vehicle is basically blocked out and started on the high poly. It's called the Marauder.



Sunday, August 7, 2011

Rover Animation Rig Test

So this week I created a short animation mostly just doing movements to show off the different rigged aspects being animated. I'm not sure why, but for some reason the wheels are "popping" different shades of brightness. Perhaps it has something to do with the texture maps, but whatever it is, it took way to long to render, so I can't re-render that entire scene.

I also worked on creating some final renders this week. I will need to create more next week and upload the stuff to my portfolio for presentation. I currently have some of the final renders, but I will wait until we present the final to show all of those assets off. So, for this week it is only the animation.

http://www.youtube.com/watch?v=WKAGPoh6aFs

Action, Er, Pose

It's a little hard to pose an immovable object so I tried to make up for that with the camera angle.  The train is tilted slightly and the wheel assemblies are turned full left.  Just imagine it's performing a power skid around that tough corner of railroad tracks.