Sunday, 22 September 2013

C17 Globemaster


WIP C17 Globemaster (Low-poly)

I will progressively update this one.


The stores and flaps are easily manipulated, which would (in theory) aid in animation.
 




Final passes. Damn, this took a while. About five days on-and-off start to finish. Not my usual time frame. However, I'm very pleased with the results. Only ~6.5k tris, with modular UV maps. The hardest part was fitting it all into one map, as well as finding images for the interior. 

For a detailed look at the model, click here!



Thursday, 22 August 2013

Centaurion Marine


Centaurion Marine WIP




I've been practicing harsurface sculpting in zBrush for a while now, and I'm certainly starting to get somewhere. 

This is the basemesh, all of the pieces of armour are based off of it.

Here are some more detailings on the armour:


Spent the last 10 hours finished the rest of the armour. Now all is left is the head/helmet, and some sort of sci-fi rifle. Then it's onto the worst part: retopology. 

 

 Fixing up some of the proportions.


Began texturing!


Render tests!





Thursday, 16 May 2013

Zephyr Patrol Tank

"Zephyr" Patrol Tank

I worked on this model a while ago, but I think it's fair to upload it now. It took about a day to model from scratch and a few hours to texture. 

Not a lot to say about this one. Final polycount was 65k quads. 










Wednesday, 24 April 2013

Gone with the Blastwave: Rifle


Gone with the Blastwave: Rifle



 So with my character model finished, I needed to find some sort of equipment for him to use. My attention was drawn to the snipers weapon in this comic, as well as a few others. The gun looks similar to the G3A3 assault rifle. 

So with that as my inspiration, I started working away at my next asset for this character.

As you can see below, there are some very simple stages when creating a gun model. Despite the fact that there are literally millions of images of guns online, it's still difficult to find certain angles of which one can work off of. I basically had to use inference for some parts of the gun. For example, the width of the handle and stock. 







I came back a few days later with a new outlook on what the rifle should be like. The new version was more topologically correct, with each polygon actually serving a point, as well as the rifle shown below being more accurate to its real-life counterpart.


After about a day of texturing in photoshop, with the help of about 15 brushes and custom textures, I finished the rifle. As you can see below, I textured two variants. One realistically: a worn, torn, battle rifle that had obviously seen a lot of action, and the one below that, a party-like weapon, painted in such a way to offer barely any camouflage in the elements. 

Of course, the party-gun was just for kicks. I think it still looks cool, though. 

Here's a final render of the gun. Of course, there are two sides, and the other side has a bolt and a few differing aesthetics, but it's nothing too fancy. 



Monday, 15 April 2013

Gone with the Blastwave: Flamer

Gone with the Blastwave: Flamer

Been working on this for the last few days. 

On the left is my idea for sections of the model, as well as some notes. To the top right is the original rebreather, but it didn't match the drawings so I cut it. Bottom right is the body base mesh which I made in Maya. 




Here are some of my preliminary designs. The helmet was originally going to include a mount for goggles. This was scrapped in the final design.

Here are two different jacket types. I used the top one because it had a better flow, although it doesn't stay true to the artworks. 



More testworks of lighting, AO and such. This egg-shaped helmet would eventually go to be dumped by a sleeker, more topologically correct helmet.

Texture tests.

Pipe textures. These didn't require such high detail because they were rather dark and mostly obscured.

Primary render test, unfinished.



Closeup of some of the details.

Final fullbody renders.





This model and all of the textures were created by me, and were inspired by the works of Kimmo Lemetti. 

Look at his stuff here: http://www.gotmorr.com/