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Modeling | PencilGym.com

Posts Tagged “Modeling”

geez.. last post was december last year.. blogs meeting its inevitable fate!

never!

anyways, for my still-loyal followers, here’s an update of what i’ve been up to!

classes are back in full cycle again now, and it turns out all 4 classes i signed up for, are heavy on project work…i signed up for this History class, which i assumed would be just reading and writing sorts, but there was an opportunity to opt to take own a personal hands-on project to mod a game or something along that lines, and of course, i jumped on it immediately! i felt i would benefit alot more from this option, as opposed to writing papers for the History class, my work i do here will possibly end up in my portfolio for my future, don’t think a paper would fit anywhere hehe.

so, yes, 4 giant classes, 4 giant projects simultaneously, most pressure i have ever faced. Another class i’m taking right now is a Game Development class, where we’re simulating an actual game development office, the class is split into various production teams (artists/programmers/etc), and we’re collaborating on building a game in the Unity game engine. The first major milestone in our development timeline will be this years GDC 2010 (Game Developers Conference)…the directors want to have a playable demo of the game ready for the show..so there’s a lot of pressure, and absolutely no time to fall behind in any of our tasks, otherwise the entire team crumbles..it’s make or break! You can find out more details about this class and the game project over at SemesterGames.com.

here’s a picture of my work in progress for this game project, had to model a 747 plane:
Boeing 747 (clik for full size)

As noted earlier, i’m also working on another game project, more personal for this one, so i decided to build a level (map) for Team Fortress 2. I simply adore the art style this game took on, and i could go on another whole post about the game’s art direction alone, but yeah, it’s brilliant…so i’m hoping to create something that is in line visually, with the game’s style..but of course, being a level, it will need to also offer great gameplay, so there will be some level design skills displayed together. ;)

At this point of the project, mostly all the work is technical tests. I have to make sure i have understood all the ins-and-outs of the Hammer editing tool, and make sure the technical assets which drive the game, works. A great example is that for the game, players will need to “deliver a payload” (push a cart) along a track to the opposing team’s headquarters. Setting this up alone (the track, the cart, being pushable, etc) took me forever to figure out how it works, and even when i did think i had it all set up right, after compiling i went to try it out in the game, and it did not work, so there’s fixing to do, which means burning up more time. There’s various other key elements to the game level, so you can already see this isn’t going to be a straightforward deal.

here’s pictures of what i’ve got so far with this TeamFortress2 level:


the 3rd project i’ve got my hands busy on is a game(low poly) character…requiring to model, texture, and then rig and animate..notice i’ve pretty much not done any rigging/animating, its not my thing lol. but i’m up for the task either way..it should make something for my portfolio. i focused alot more on the model’s topology for this project, something i have always been aware of, but rarely really put this much focus onto it. Good topology is critical for any model that will be animated, and it takes an extra good eye to be able to create such topology..which i kinda struggle with to be honest.

here’s the character’s work-in-progress shots:

there’s a 4th project, it’s also a modeling project, modeling a generic human male model, with quite a fair bit of detail, but i’m not too happy with the outcome i have so far, so won’t show anything for it yet.

well, this is what i’ve been drowning myself in for the past 2 or 3 months since my last post lol…signing off!

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Here’s the final Room modeling project i worked on earlier this semester, which i’ve not had time to post it up on my site until now. I’m happy with how it turned out, it being my very first room project, never done it in maya before until taking this class.

(clik for full size)

And here’s my final project for the class. Modeled a Pod Racer :D from Star Wars. No, i’m not a Star wars fanatic. I just decided it would be a fun piece to take on and it was rather enjoyable working on it.
I learnt so much from this one class i took this semester, the professor was great too. As you can probably see already that my texturing skills already improved from the room project to this final project. :)

Everything on the model is hand-painted, no photo-sourcing/layering, except for the metal plating base on the turbine engines. Everything else was diligently(!) painted, up to the very finest details (if its still visible on the screenshots). The part i’m most proud of is the cockpit/pilot cab body. No, no photoshop-layer fx either. the darks and lights n ‘indentations’ were all handpainted..everything seems to have worked. The only tools i used when painting this was the Dodge and Burn and Brush tool. Oh yea for the grime i went to look for a whole bunch of grime-brush sets, readily available via google :)

and it’s still always improving with more i learn.

(clik for full size)

(clik for full size)

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So this is a project i’ve been working diligently on for the past several weeks now for a class i’m taking this semester (which i absolutely love, the teacher’s really cool).

I made some blinds for my room, using individual faces/polys for each blind, making it really expensive. We’re modeling for video Games, so we need to minimize polys wherever best we can, so we can get spend the other polys for other objects we wish to make.

Here’s what i had originally, “66 faces” for 1 set of blinds.

blinds model

blinds model with expensive geometry

So my teacher oh-so-awesome wisdom and experience tipped me off, saying i could easily achieve the same effect using a single plane, with perhaps an alpha map. He didnt exactly say how to do it, and me being so unsure of myself, didnt question more about it.

I went on using my own guesstimates and have come up with a rather decent(i think it is! i’m soo proud of myself!! :D ) “new blinds”.

This new and improved version uses only “10 faces” compared with the original’s “66 faces”.

I’ve deleted the blinds and replaced it with a single plane, followed by hand-painting a blinds-texture in photoshop (weee! im an amateur at texturing/3d modeling so every little successful thing i achieve i get very excited and feel really proud about), together with an alpha map.

128 texture map for blinds with alpha map

128 texture map for blinds with alpha map

So this is the new and improved blinds, with just 10 faces, still works pretty much the same way as the old one did.

Single plane blinds, with transparency

Single plane blinds, with transparency

Expensive vs Cheap blinds model

Expensive vs Cheap blinds model

Yipee! :D Now to carry on working on catching up with the assignment and fix allllll the other textures. I’ll get there.. just you watch! ^_^

Please leave a comment or any other tip you have for me, better ideas/ways i can further improve my work. The only way i learn is by crashing-and-burning, so rip and flame me, i take it well. :D

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