Thursday, 22 August 2013
Tuesday, 8 January 2013
Sunday, 6 January 2013
Mage Pouch DIY
Did some DIY today, got me some leather and crafted a Mage Pouch. :)
http://gemmasuen.deviantart.com/gallery/#/d5qn5yc
http://gemmasuen.deviantart.com/gallery/#/d5qn5yc
Thursday, 3 January 2013
Sculpt study of David WIP01
Joined a cool face study with some polycounters on G+, directed by +Joseph March :)
We're doing these bit by bit every session, progress can be found on this polycount thread.
Here's my first progress shot of David's head. More to come soon!
We're doing these bit by bit every session, progress can be found on this polycount thread.
Here's my first progress shot of David's head. More to come soon!
Sunday, 16 December 2012
A rough monster I drew for Giles Ruscoe, he and I are concepting a monster for each other to sculpt in zbrush. :) follow up sculpts will be posted soon.
Here's Giles Ruscoe's sculpt of the derpy dog thing:
Here's Giles Ruscoe's sculpt of the derpy dog thing:
Sunday, 2 December 2012
Monday, 15 October 2012
Thursday, 23 August 2012
Wednesday, 22 August 2012
Sunday, 19 August 2012
Bed Normal/Ambient Occlusion maps baked
EDIT: I improved the shape, polycount and everything, also was too dull to realise marmoset wasn't using the AO. Hurp Derp. You can see the difference by comparing them:
---OLD--
Finally, I thought I'd never get this done. I spent a good few hours trying to bake the maps. Xnormal proved to be much faster, but for a few bits like the drapery, it didn't seem to recognize which side it was meant to bake. So then I had to open up Maya and painstakingly wait for the viewer to actually catch up. Anyhow, the diffuse is coming soon, I'm thrilled to have this complete.Thursday, 16 August 2012
Bed WIP
Been working on this for a little while, it doesn't help that I had trouble with baking parts of the map. I decided I'd do each part separately to prevent Maya from crashing! So on the left is what I'm doing in Zbrush at the moment, and on the right is a marmoset render showing off the finished bedposts.
It's a pain, because I made the mistake of using dynamesh and then turning it off which prevented me from going back in sub-divisions. It was also way too high poly even after I halved the polycount. So... lesson learned. ><
It's a pain, because I made the mistake of using dynamesh and then turning it off which prevented me from going back in sub-divisions. It was also way too high poly even after I halved the polycount. So... lesson learned. ><
Thursday, 9 August 2012
Wednesday, 8 August 2012
Saturday, 4 August 2012
Wednesday, 1 August 2012
Cabinet Model WIP
Today I was feeling a bit down, so my progress has been slow with this. I
scrapped my old cabinet model because it was so bad and started again. Got some references too. It looks better (much better than my old one).
I'm pretty stuck on how I should alter the geometry on the feet of the legs... they take up 360 odd tris alone.
I'm pretty stuck on how I should alter the geometry on the feet of the legs... they take up 360 odd tris alone.
Monday, 30 July 2012
Bookcase, an improved model
I made this not so long ago, after a bit of feedback I went back and halved the poly count from 1321 Tris/716 Faces to 633 Tris/322 Faces. Thought I'd keep it posted here for comparison.
New version is also clearer because I was really silly with the UVs last time.
Final Version:
Edited the Specular map and normals.
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| Old version: 1321 Tris/ 716 Faces |
New version is also clearer because I was really silly with the UVs last time.
![]() |
| New Version: 633 Tris/ 322 Faces |
Edited the Specular map and normals.
Saturday, 21 July 2012
Sci-Fi Soldier Model WIP03
It's been a busy few days, as I had my graduation two days ago :)
Here's the base mesh ready for zbrush. I also took such a long time on the hands! Damn appendages and their awkward edge flow.
Here's the base mesh ready for zbrush. I also took such a long time on the hands! Damn appendages and their awkward edge flow.
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| The hands took me a day! But I think I understand how to do it quicker next time. |
![]() |
| Finished, and added some edge loops to create a more even square mesh in certain areas. |
Friday, 13 July 2012
Wednesday, 11 July 2012
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