These are some of the improved low poly assests. All of the objects in the scene will be this sort of LOD.
Showing posts with label Hard Surface Modelling. Show all posts
Showing posts with label Hard Surface Modelling. Show all posts
Friday, 10 July 2015
A work in progress - Blockouts
I thought I'd post up some images on something I've been working on recently. These environments and assets were made with 3ds Max, Zbrush and Keyshot. All of the objects are low-poly.
Saturday, 3 January 2015
Hard Surface Complicated Details Part 2
Having some time off for Christmas has given me a chance to catch up on some of my 3D lessons. I've recently started working at a videogame testing company called Testology LTD, which has been my main focus for the past month. I'm aiming to crunch through a few of the other tutorials from my course and then start building some designs of my own. I can feel my confidence growing as I complete each lesson, and I feel like I'm getting closer to becoming a "professional" 3D modeller.
Wednesday, 17 December 2014
Model Complete!
The spider-mine model is finished, and ready for baking onto the low-poly mesh. I've just purchased the Quixel Suite, and intend to start using it to unwrap and texture the model. I've had a few lessons come through from my hard surface modelling course, so I'll take care of that first. Best get to it!
Tuesday, 18 November 2014
Part 3 Finished!
Here's some more progress on the spider mine model. The mesh looks a little scruffy in some areas because it'll be baked later on. I'm debating refining some parts of the model when I've finished the whole thing, so I can put it into a scene with the Bulldozer model I've been working on. If I made a decent environment, all the models could go together quite nicely.
Monday, 13 October 2014
Progress as Promised
I managed to get a quick bit of the gas cylinder finished up tonight. I'll aim to have it refined with some detail work tomorrow. I still think I can get the whole thing finished by the weekend.
Wednesday, 8 October 2014
Spider-Mine Part 2
Well that's part 2 taken care of. I've got just enough time each evening to squeeze out thirty to forty five minutes of 3ds Max work before sleep deprivation ruins my concentration and I have to go to bed. I intend to start on part 3 of the spider-mine tutorial on Monday, and I want to have the whole thing finished by the end of next week. I've got other things to build!
Tuesday, 7 October 2014
Keeping Up the Momentum
I promised myself I'd push myself to work harder and utilise every free moment to continue working and improve my skills. Here's some progress with the spider-mine. I wish I could work on it for longer tonight, but I have to get up at 5am.
Monday, 6 October 2014
Spider-Mine Part 1
I've started constructing a spider-mine from a lovely free tutorial courtesy of Eat 3D. This is part one, of four complete. I'll be constructing this whenever I get a free moment in the evenings, If only I had 3DS Max on a PC at work!
Thursday, 2 October 2014
Beautiful Clay
It was pointed out to me by a friend of mine that 3D Studio Max now has a rather fetching clay setting in the viewport options. I've never seen this feature before and I love the way it looks. Here's a quick crop of it on the Bulldozer W.I.P.
Hard Surface Complicated Details
The most recent Grant Warwick Mastering Hard Surface tutorial is focused on some of the more complicated details that any serious modeller is sure to come across. These little bite-size 3D puzzles have been really fun to make. Not only because I've learned so much on constructing complex parts with clean geometry, but also because they've challenged my problem solving skills. I've even attempted to improve on the tutorial by using some of my own methods to make the construction both easier and faster. (Not to mention the geometry even cleaner)
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