Wednesday, 30 July 2014

Veneno low poly


Just slowly figuring out the topology. Matching it up bit by bit. Personally I really wish I was able to hide the spoiler. I can't get enough of a visual reference for the vent pieces. I'll just have to rely on imagination. I don't doubt there are better ways to approach this and shape the topology.


Veneno low poly

Slowly setting up the net for topology. I think I almost have an Idea of what I want to do.


Veneno low poly

Whenever I do a high quality 3D project I work in 3 stages. These stages are almost similar to drawing stages
1: basic blocking figuring, out the size and proportions of the Prop or Scene.
2: Detailed blocking, figuring out the proportions of the detail within the object. (I sometimes tend to accidentally skip this stage)
3: Smoothing, refining adding more detail. This is the part where it gets to a really high poly count.

For now I just plan on getting to the detailed blocking stage restraining myself in the 5k poly count. If I end up with less I could probably do some environment stuff.




For ease of modelling I'll sometimes work with separate objects and then combine them later on. This is just so I don't have to trouble myself working all over the place with polys and edges.




Thursday, 24 July 2014

Deformers

Lattices are very helpfull for me. Though I use it more for modelling if I have allot of vertices that I want to move then I'll select them and create a lattice to move multiple vertices.



Sometimes I'll use a bend shape to create a tire tread or use to to bend the pattern for a car grill
Here is a screenshot of an old project I did using the lattice deformer for the grill and the bend deformer for the tire tread.

With the other deformers I haven't used them much and I'd only use specific ones depending on what I need to do.

Thursday, 3 July 2014

Texturing

Uv Unwrapping was a pain but then things got easier when I started texturing. I loved the modelling stage but the unwrapping and texturing where very new for me. Personally I enjoyed adding in the spec map.

For the spec map I didn't just use black and white. I noticed that black = 0% and white = 100% so I had so grey in it to mix it up a bit. I've been trying to maintain a cartoony style throughout the texturing stage. In the end it was allot of fun seeing the end result.

3 colours. Brown for wood, Gold and Red for a gen or fabric like material.


Here I was using a grey color to reduce the spec instead of eradicating the spec