For my creative and technical model, I made a flail weapon which had been rusting for years. I chose this as there wasn’t anything that my imagined worlds project needed model wise, and I like the look of weapon models. For modeling, I don’t usually do much concept art as 99% if the things I model are… Continue reading Creative and Technical Submission.
For my model I made a flail and this is how all of the textures came out, there are some little things i would like to refine before the final submission but in my opinion i think that these textures are decent and are stylized to my liking. Each render is a separate part of… Continue reading Creative & Technical model Textures
This post is a continuation of Houdini procedural generation. #1 Tree. This generator was made a while ago, therefore, I will be remaking it applying everything I’ve learned. The Rock generator; This generator works by starting off with a sphere and having the primitive type as polygon, from there you add a VDB from polygons and then apply a… Continue reading Houdini procedural generation. #2 Rocks
Recently I have been looking into Houdini more after briefly having done before, my reason for this is because it has everything that I need in one program ranging from FX to being able to model, that and its use in both the games and movie industry. Since working in Houdini my main “task” has been to… Continue reading Houdini procedural generation. #1 Tree
This week in Matt’s lesson we were just continuing without models, this lesson was quite a productive one as I was able to fully unwrap the UVS and decide what I wanted to put a normal map on which at this point is just the ball of spikes and the actual bat, this is because I… Continue reading Technical Model update, again!
In this lesson with Matt we were asked to work on our models further and too look into what texel density was and its basically making sure that the texture resolution is fluid throughout the whole model or scene. Onto the model, this week I decided to improve upon the handle as well as model… Continue reading Model Update, Low Poly Done!
Toady in Matt’s lesson we were shown a few things about retopology and how to actually do it. As a basic run down you wanted to make your mesh a live surface meaning everything will stick to it, then use the quad draw tool to start making polygons around the modeling keeping in mind how… Continue reading 3D Retopology / Model update.