Greetings all,
I have done a few more tweaks and modifications to final build of my Izmojuki bot concept, I am going to display it on here with the proper backround color and tweaks.
Thanks
--Danny
Friday, January 30, 2015
Thursday, January 29, 2015
Final product of my rendition of some Izmojuki concept art! (Low Poly 3D model) **updated**
Hey guys,
I have completed the low poly build of my Izmojuki 3d model... At least my rendition of his work. I'm sure its not perfect, I've even had to imagine some areas. The toughest challenge was dealing with the perspective of the image; The weird angle threw me off a few times.
So, here it is!
Again, thank you for checking out my blog.
--Danny
**Update**
The model that I showed has a poly count of only 14k! I have increased the poly count to 51k with my latest iteration.
Low Poly Model: 14k Poly
High Poly Model: 51k Poly
I could have tweaked a little more, but there aren't enough minutes in the day!
Thanks for reading.
I have completed the low poly build of my Izmojuki 3d model... At least my rendition of his work. I'm sure its not perfect, I've even had to imagine some areas. The toughest challenge was dealing with the perspective of the image; The weird angle threw me off a few times.
So, here it is!
Again, thank you for checking out my blog.
--Danny
**Update**
The model that I showed has a poly count of only 14k! I have increased the poly count to 51k with my latest iteration.
Low Poly Model: 14k Poly
High Poly Model: 51k Poly
I could have tweaked a little more, but there aren't enough minutes in the day!
Thanks for reading.
Adding material suggestions and one more render of a work in progress on my Izmojuki robot concept!
Hello all!
So I have been working on getting my model up to par. Its been fun, but also a time consuming endeavor. I have been working out the components and I am almost ready to assemble it. The finished product will be posted sometime tomorrow. I learned something from a fellow student that will probably assist in making a high poly rendition of my project. It's called sub d modeling, its a term and a methodology that I am not familiar with. I have heard the term used loosely here and there, and, as it turns out, is a very important modeling method that I have completely overlooked in my year and a half modeling in 3DS max. So, I will try it tonight once the low poly model is completed, hopefully, I can squeeze more poly's out of my model and crank up the poly count! (also increase its visual ascetic in the process).
I've searched the internet for material examples and managed quite a few! I have collected and compiled them into one image as per assignment criteria. I will be posting them here along with the render of my work in progress.
Again, thanks for reading!
--Danny
So I have been working on getting my model up to par. Its been fun, but also a time consuming endeavor. I have been working out the components and I am almost ready to assemble it. The finished product will be posted sometime tomorrow. I learned something from a fellow student that will probably assist in making a high poly rendition of my project. It's called sub d modeling, its a term and a methodology that I am not familiar with. I have heard the term used loosely here and there, and, as it turns out, is a very important modeling method that I have completely overlooked in my year and a half modeling in 3DS max. So, I will try it tonight once the low poly model is completed, hopefully, I can squeeze more poly's out of my model and crank up the poly count! (also increase its visual ascetic in the process).
I've searched the internet for material examples and managed quite a few! I have collected and compiled them into one image as per assignment criteria. I will be posting them here along with the render of my work in progress.
Again, thanks for reading!
--Danny
Monday, January 26, 2015
Work in Progress! Robot parts render.
Greetings everyone!
Tonight I am presenting a work in progress for an assignment. I am attempting to build a 3d model of some concept art from famed concept designer Izmojuki. All I know about this piece is that the name of the jpg is Izmojuki_81wt. I think there could be a google search done on the file name for more information.
I've come across some challenges with getting the joints and rivets to behave properly. I have been utilizing the pro boolean tool for a few things here and there. Using that tool seems to illicit some strange behaviors out of the poly faces. I am going the focus on one part at a time and assemble it later route, this feels volatile and dangerous. I also feel like I may be creating more work for myself in the long run, but, this way I can focus in on one object at a time and attempt to emulate most of the characteristics and elements without losing focus by not taking in a mammoth piece opposed to small, edible, bites. The design seems simple enough at a glance, but using 3DS max exclusively feels like it may increase the difficultly. There may be better software out there to tackle a job such as this, but, I am a slave to 3DS Max because its the only software environment I am somewhat versed in!
Thanks again for taking the time to read over my blog. Hopefully it may be of some use to anyone who reads it, probably not, but, for my assignments sake, I have uploaded a copy of a render of what I have completed thus far.
Thanks for reading,
--Danny
Tonight I am presenting a work in progress for an assignment. I am attempting to build a 3d model of some concept art from famed concept designer Izmojuki. All I know about this piece is that the name of the jpg is Izmojuki_81wt. I think there could be a google search done on the file name for more information.
I've come across some challenges with getting the joints and rivets to behave properly. I have been utilizing the pro boolean tool for a few things here and there. Using that tool seems to illicit some strange behaviors out of the poly faces. I am going the focus on one part at a time and assemble it later route, this feels volatile and dangerous. I also feel like I may be creating more work for myself in the long run, but, this way I can focus in on one object at a time and attempt to emulate most of the characteristics and elements without losing focus by not taking in a mammoth piece opposed to small, edible, bites. The design seems simple enough at a glance, but using 3DS max exclusively feels like it may increase the difficultly. There may be better software out there to tackle a job such as this, but, I am a slave to 3DS Max because its the only software environment I am somewhat versed in!
Thanks again for taking the time to read over my blog. Hopefully it may be of some use to anyone who reads it, probably not, but, for my assignments sake, I have uploaded a copy of a render of what I have completed thus far.
Thanks for reading,
--Danny
Saturday, January 17, 2015
So, this is what a blog looks like?
First I would like to welcome everyone to my blog! This will be a gamer based blog and I will try to keep the subject matter video game centric.
A little about me: I have been a hardcore gamer since I was 6 years old. I have discovered my passions and loves early in life. I am highly enthusiastic about the future (of gaming) and the potential that the industry has to offer the main streamer populace.
I am currently attending the Art Institute of Houston in a degree plan...you guessed it, Game Art and Design. I am new to the industry in every sense of the word, but, with my extensive experience with gaming, reading about games, studying them, mastering them, I feel like I have been in the business for years.
So, the purpose of this blog is for me to express my take on gaming and the industry as a whole. My opinions and perspectives are definitely not the only ones out there, so I will always remain open for discussion because I feel that every point of view is worth listening to.
Thanks for taking the time in reading this and I hope to stay active in this blog and keep gaining momentum while I move forward with my new career.
-Danny
A little about me: I have been a hardcore gamer since I was 6 years old. I have discovered my passions and loves early in life. I am highly enthusiastic about the future (of gaming) and the potential that the industry has to offer the main streamer populace.
I am currently attending the Art Institute of Houston in a degree plan...you guessed it, Game Art and Design. I am new to the industry in every sense of the word, but, with my extensive experience with gaming, reading about games, studying them, mastering them, I feel like I have been in the business for years.
So, the purpose of this blog is for me to express my take on gaming and the industry as a whole. My opinions and perspectives are definitely not the only ones out there, so I will always remain open for discussion because I feel that every point of view is worth listening to.
Thanks for taking the time in reading this and I hope to stay active in this blog and keep gaining momentum while I move forward with my new career.
-Danny
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