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Showing posts from 2016

First real attempt at a character

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Hey guys, I've been working for the past couple of months on this character for a uni project, and for someone who's neither strong in character modelling nor texturing, I think it didn't turn out too bad for a first real attempt. It's far from professional, but I'm learning at least. I attempted to gather inspiration from our group project and designed a Nazi soldier with three LOD's. The first (The one you see in these screenshots) is at 15,000 tris, the next was at 8,000 and the last was at a tiny 4,000. Here are the textures I designed: they include a diffuse, specular, normal, ambient occlusion map and a metal and roughness map as well. I used substance painter to design these, working with in built smart materials and using a combination of other materials to create my own smart materials as well. Diffuse  Metal  Normal  Ambient Occlusion  Roughness  Spec
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Hey guys! It's been a while since my last update (quite the understatement), but I've been super busy learning a whole heap about 3D modelling at uni. I'm writing this post to show you what I've learnt so far. We've had to design a weapon that can shoot so I decided to go for a sword that shoots energy from a crystal at its core via thumb print reader on its hilt. Let's start by showing the final model, then I'll take you through the process I went through to get the model done. First up, the LOD's: Side View  3/4 View  3/4 View  Front View Next up are my maps that I used to get the textures: Diffuse  Emissive  Metalness  Normals  Ambient Occlusion  Roughness  Specular And last but not least, the very first part needed to even get this under way: the concepting stage:  Sihouette Mood Board Not to say the least this was a lot of work ...