Long time absence and newest creation.
Well hasn't it been a long time since my last post! I've been extremely busy, sick and had to move house over the past couple of months (chuck in a little procrastination on the side and you have a pretty horrible mix). Oh, yes, and I must announce that I have been accepted into the Auckland Media Design School here in New Zealand, it's the most prestigious design school in our country and they get employers from Gameloft, 2K, Grinding Gears and others coming in every time a group of graduates completes the degree. Doing another three year degree is a little daunting, but I have no doubt that I'll absolutely love it :D.
I've also been working furiously and found little spare time to complete any projects in Maya, but alas, things have calmed down a little and I've managed to complete another creation in Maya today :).
This was an exercise in low poly counts for me and while there is most likely still too larger an amount, it's a drastic change from my Chaos Rhino.
This here is a Space Marine Dreadnought, again from 40k (I'm thinking of trying something different now, I've done a lot of 40k stuff...) I tried very hard to keep the poly count down and ended up with 8657 faces, quite an achievement considering that my Chaos Rhino was over 299,000... I didn't try texturing this time because I'm so shoddy at it, I also thought it looked better untextured, and this way the fine details can be seen a bit easier.
I have to say that this has been my longest project so far, despite having far less detail on the model, it took at least twice as long as the Chaos Rhino. I think this is because I had to go through and delete extra faces after figuring out which faces to delete, also I had to try and work a lot of cubes into different shapes that I hadn't worked with much before. There a definitely places I could go through and remove some extra faces, or delete a piece altogether and redesign it to lower the count again, but I'm content with the fact that I know I can do it. I'm so glad that every time I push myself with a new challenge, that I can rise to it and complete it, and be proud of my creation. This is definitely the career for me.
I hope you've enjoyed this post, and I apologise for it being such a lengthy space in between them!
I've also been working furiously and found little spare time to complete any projects in Maya, but alas, things have calmed down a little and I've managed to complete another creation in Maya today :).
This was an exercise in low poly counts for me and while there is most likely still too larger an amount, it's a drastic change from my Chaos Rhino.
This here is a Space Marine Dreadnought, again from 40k (I'm thinking of trying something different now, I've done a lot of 40k stuff...) I tried very hard to keep the poly count down and ended up with 8657 faces, quite an achievement considering that my Chaos Rhino was over 299,000... I didn't try texturing this time because I'm so shoddy at it, I also thought it looked better untextured, and this way the fine details can be seen a bit easier.
Front angle shot.
Rear shot.
A birds eye shot.
I have to say that this has been my longest project so far, despite having far less detail on the model, it took at least twice as long as the Chaos Rhino. I think this is because I had to go through and delete extra faces after figuring out which faces to delete, also I had to try and work a lot of cubes into different shapes that I hadn't worked with much before. There a definitely places I could go through and remove some extra faces, or delete a piece altogether and redesign it to lower the count again, but I'm content with the fact that I know I can do it. I'm so glad that every time I push myself with a new challenge, that I can rise to it and complete it, and be proud of my creation. This is definitely the career for me.
I hope you've enjoyed this post, and I apologise for it being such a lengthy space in between them!
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