Showing posts with label modeling. Show all posts
Showing posts with label modeling. Show all posts

Thursday, July 22, 2010

Sunday, July 4, 2010

Blast of Orange's Gun Colour






Gun basically finished, rigged, textured and bumped. Some UV's are off but that can be fixed later

Tuesday, June 29, 2010

Cheap expensiveness

Ok, the title doesn't make any sense. But basically I've got the wallet dynamics down and ready to go...ish.

I'd better do that shot myself, just in case something goes wrong.



Whatcha think? Just a dummy texture on the photo until we have something else to go with.

Thursday, June 24, 2010

Legging it

Leggy run cycle



Modeled, rigged, textured and animated in 2 days. Given, it still needs to be tweaked and fixed, but not a bad effort I thought.

Yes, there are still some dodgy paint weights. Yes, there's a seam along the inside of his pants. Work in progress...

Trench Post Final

I do 3D good!:P

Wednesday, June 23, 2010

Barber Dwyer



One last prop for today. Well... 2, really. Some barbed wire, available in 2 lengths! The shadow is retarded, but hopefully it won't be noticeable when we use it.

Tuesday, June 22, 2010

Completely stumped

Another short prop post. This time it's a dead tree. And no external maps for this one, no sirree, this is all procedural texturing. (That means it's faster to render and a smaller file size!)

I thought it would be funny to blow a hole in it too.

Dead tree...

Brick wall prop

I did this at home on ye olde maya 2009. It should go into 2010 with no worries. Procedural texture with a targa bump.

Brick wall.

Sunday, June 20, 2010

Leggy


Nnnneeehhhhh... It's legs. Not sure what to think of it.

Meh. Gimme some feedback before I start doing more work on them.

Modelling to be done

We're a little behind on this modelling thing so far. We need props. This is just a list of the first things that come to my mind. Feel free to add or edit! We only really need one of each of these props. They will be so dispersed across the landscape, we can just duplicate and spin them around.

Each prop must be a stand alone object. Character props will need locators for constraining for animation.

Environment:
-Rocks
-Broken fences
-Tree stumps
-Barbed wire
-Half brick wall
-Corpsified hand

Animated:
-Bouncing helmet
-Closed wallet
-Open wallet
-Dynamic wallet
-Photo (texture & rig)
-Guns (need to be textured and finished)
-Legs (Yikes! Totally forgot about these!)

All the above needs to be modelled, textured and rigged asap! I'll be starting with the legs today.

Thursday, June 3, 2010

RE-Blended

SO! Here's the fixed re-modelled, re-UV'd, re-blended Orange and his 53 cousins. Ho-ly shit.

Monday, May 31, 2010

Blendshapes Ahoy!


Allow me to introduce to you Orange, and his 39 blendshape cousins. Haven't done the tongue yet... but... SHUT UP!

Now to gui...

Sad widdle wabbit


Dawww... Unhappy wabbit... Note the new eyebrows. Not rigged yet. Texture needs to be improved upon this, some surface details and eyes for example.

Sunday, May 30, 2010

Angry Rabbit

This is Orange.
He will fuck your shit up.
That is all.


Just some blendshapes tweaking. It's fun :D

Tuesday, May 11, 2010

Blue Shotgun Modelled


Finished modelling the gun, for close up shots the gun is at its highest poly count of 6888 polys. But its lowest is 510 polys for long distance shots.

Thursday, April 29, 2010

Checkerboard Orange


Nearly completely unwrapped. A little tweaking still, and some work on the hands, but other than that, this is a pretty accurate representation of the Orange Rabbit UV mapped...

Blue Rabbit Render