Showing posts with label subdivision. Show all posts
Showing posts with label subdivision. Show all posts

Friday, 15 August 2014

Zelda 2 Sword - Maya Model

*UPDATE*

Rendered and touched up the sword a bit in Photoshop.



So I attempted to model the incredible sword design from the box cover art from "Zelda II:  The Adventure of Link" from way back in the 80's.  I think I'm happy with the "clay" version, and I'll get a rendered version as soon as I get some time, which I have almost none of now, due to work.  And thanks so much for visiting again, after such a long hiatus that I had no intention to take.

Modeled in Maya 2015 Educational version with Sub-D surfaces.

Monday, 10 December 2012

Another Motorcycle - Maya Model

*UPDATE*

This was actually for my final school project in my Art History class.  We had to take an ordinary object from today and make it look like it came out of another time period, so I chose to make a motorcycle that came from Akhetaten in ancient Egypt.  Fun stuff.  Here's a render of the textures and shaders I added.














Vrrrrroooooom...

Modeled in Maya, Rendered with 3Delight.


Friday, 8 June 2012

Animation Studio Background

It rarely happens with me where I'm ecstatic at something that I create, but when I just tried rendering a background I modeled some time ago, I was surprised at how well it turned out to me.  Dear Renderman, how do I love thee?  I can't count the ways...

Modeled in Maya with subdivision surfaces, rendered with 3Delight.

Wednesday, 30 May 2012

Nanomite - Maya Model

*UPDATE*

Here's a shaded version of the Nanomite, rendered in 3Delight.  I think I'm happy enough with it.















*UPDATE*

I finished the modeling and I rendered a 'clay' version.  Now to add the shaders...



I was inspired by a design I came across in one of the GI Joe comics I had.  I decided to model the Nanomite, and so far I'm liking how it's coming out.  I have not seen the movie, so I don't know how the comic book design compares to the movie.  The front part is done, now starting the back part, and there's a lot more than I imagined at first to do for the back.  Enjoy it, while I get back to finishing it...

Rendered with Mental Ray.






Modeled in Maya with subdivision surfaces.










Sunday, 29 April 2012

Chris Sanders Sci-Fi - WIP

I took the Chris Sanders' design model I made and added a jet pack suit, as featured in one of the other designs in the book.  Her clothes haven't been 'wrinkled' yet, and she needs boots, and I still have to fix her face a bit, but it's getting there...


















Modeled in Maya with subdivision surfaces, rendered with Mental Ray.

Monday, 16 April 2012

Chris Sanders Pinup - WIP

*Update*

Added a 'clay' version of the same model. I actually like the clay version better for now, and hopefully that will change.

Every animator I know is a Chris Sanders fan, and I'm not an exception. I got wrapped up in other stuff, so a few other WIP's I should finish too, but I thought I'd post this, since it's getting near completion. Enjoy, and stay tuned for a 'finished' version coming very soon. As soon as I can figure out how to change the shadow bias settings in 3Delight, that is...


Base modeled in Maya, refined in Mudbox, rendered with 3Delight.



Rendered with Mental Ray.

Sunday, 26 February 2012

Whitney Houston - WIP

I really wanted to develop my skills in Mudbox. After hearing about the tragic, untimely death of Whitney Houston, I decided to make a digital bust of her. So far I think I'm happy with it, except for the hair. Gotta figure out how to do that properly, and maybe I'll add flowers, to make it into a 'tribute'. Meanwhile, here's the progress. Enjoy! And may Ms. Houston rest in peace.



Modeled in Mudbox.

Thursday, 16 February 2012

Plate Armor in Maya - Kushana

I'm still figuring out how to render the fur properly with Renderman, but here is what I consider to be a presentable render of the Kushana Blademaster model from "Monster Hunter" that I've been working on. Hopefully the fur will arrive soon, but otherwise, enjoy!



Subdivision surfaces in Maya. Rendered with Renderman (3Delight).
Original concept by Edayan; Original idea property of Udon Studios. Used without permission.

Tuesday, 31 January 2012

Plate Armor in Maya - WIP

*UPDATE*

Did a test render in Renderman, and I'm pretty happy with it. Actually, I'm very happy with it. Gotta add the fur, fix the ferrule at the top, add the other hand, and I think this will be all done...



*UPDATE*

Tweaked the details. Now to add shaders, maps and fur. Should be fun...



* UPDATE*

Added the head. Just a couple more details and I believe this is done. Although I do think the head looks a bit creepy right now...



I just picked up a copy of the "Monster Hunters Illustrations" book from a local bookstore, and the material in it is unbelievable. I have never played the game, so I am unfamiliar with the lore, but I saw a rendering of a Kushana and I thought I'd try modeling it. What an exercise it was. I'm still working on it, but it's close to completion. Here's the progress so far, and more to come very soon...



Subdivision Surfaces in Maya.

Friday, 16 December 2011

Plate Armor in Max

My attempt at modeling plate armor based out of the "Basic Plate" concept from "The Art of World of Warcraft" using 3ds Max. Here's a rough draft with the main details in place. In case you're wondering, it's a woman under all of that plate. More details coming, and a number of things I'd really like to improve on it. More on the way...



Modeled in 3ds Max using Subdivision Surfaces. (NURMS)

Tuesday, 8 November 2011

Sword

*Update*

I added some materials to the sword. Overall I think I'm pretty happy with it now.

I tried modeling in 3DS Max and came up with this sword. I actually used one of the designs from "The Art of World of Warcraft". Supposedly this is a level 4 sword, according to the book. For a first serious attempt with this program, I'm pretty satisfied. Maybe I'll do something more with it, although I am still sticking with Maya in the end.





3DS Max; Subdivision Surfaces; Rendered with Mental Ray.

Tuesday, 25 October 2011

Mudbox Elf

*Update*

I rendered this in Renderman (3Delight) and I was very impressed with the quality of this renderer! I posted it below to compare the two.



Rendered with Renderman (3Delight)

I just picked up Mudbox and started learning it for the first time. This is what I came up with after an hour. Everybody has a subject they obsess over when drawing or sculpting. For some it's cars, for others it's horses. For me, it's elves. I'm already loving this program! Let's see if I can make something really nice with it some time soon...



Modeled in Mudbox, rendered in Maya with Mental Ray. Subdivision surfaces.

Tuesday, 11 October 2011

Long John Silver

*Update*

Who am I kidding? The clothing looks like $&*#. I'll definitely have to tweak it up some more, as soon as I get all these updates to my comp working properly. :D

*Update*

For those of you interested, I posted a turntable video of the model below. :)

I'll just call it done for now. There's more I should be adding to my portfolio, and of course the more you look at your work, the more you'll want to keep adding to it. So here he is - Long John Silver from "Treasure Planet", done in subdivision surfaces in Maya. Overall I like it. I'll probably tweak it when my mind bounces back to it, but I'll just show these rendered images for now. Enjoy!


Perspective View



Head Gear shot



Hand Gear Shot



Turntable Animation

All modeling done in Maya using Subdivision Surfaces. Original design property of Walt Disney Studios. Used without permission.

Saturday, 8 October 2011

Long John Silver - Nearly Done...

*Update*

Did a test render, so far I'm liking it...



*Update*

Going to see a movie tonight, and I had to help take care of some sick relatives, so didn't get to do much on the modeling today. Blah. Thought I'd post this just to show I'm *almost* done...



Still needs nips and tucks on his clothing, his coat and his left arm really needs some fixing. Almost there, though. I'm getting excited...



Perspective View

Tuesday, 4 October 2011

Long John Silver - The Hand Part 4

Done...?



Perspective View

Put what I've got together, and what do you get?



Keep moving forward...

Sunday, 2 October 2011

Long John Silver - The Hand Part 3

Just wrapping it up. A couple more things to add and tweak and I'm done with this hunk of hardware...



Perspective view.

Friday, 30 September 2011

Long John Silver - The Hand Part 2

*Update*

I realized I was doing the wrong hand, (supposed to be his right hand, not his left) so I reversed it, and now I'm adding the 'shell'.



Perspective view

Slow, (very slow) but steady progress. A few things to fix, a lot more things to make. Progress is progress, I suppose...



Perspective view

Wednesday, 28 September 2011

Long John Silver - The Hand Part 1

So I'm starting on the hand now. This will really be fun. So many small parts involved here, but at least for me, I like modeling small parts. More on the way. Much, much more...



Perspective View

Also here's a portrait shot I took of the progress on his body/clothing.



Perspective view

Saturday, 24 September 2011

Long John Silver - The Head Part 2

* Update*

I forgot to add a close-up shot of the headgear, so I added it now.

OK, so I added the headgear and the laser eye. I need to redo the hat, add the wiring that connect the headgear to the neck and fix some of those anomalies on the face. It's progress, I guess. Back to work for me, but here they are for you to enjoy...



Perspective View



Side View



Headgear - Close-up



Front View

Friday, 9 September 2011

Shrimp Slicer

Yes, this is a shrimp slicer, or according to the plan I followed from the "Treasure Planet" art book I was flipping through.

This is just one of the many amazing tools that Long John Silver had in his mechanical right hand. Thought I'd give it a try and this was the result. Perhaps I will expand further on it soon. I can feel the urge to perfect it and model the full character growing strong. I'll have to make the time one day, but for now, enjoy! Modeled in subdivision surfaces in Maya.



Maya model preview.



Original plan from the book.