May 11 2012

Video

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360 Camera Pan of Stasis Pod [Exhibition Piece]


May 11 2012

Photo

Future Oild Drum - Remake [Exhibition Piece]

Future Oild Drum - Remake [Exhibition Piece]


May 11 2012
1 note

Photo

Guillotine [Exhibition Piece]

Guillotine [Exhibition Piece]


Apr 25 2012
1 note

Video

Rhino Products - Pipe Tube (For Delta Bars) Assembly Animation [HD]

Volkswagen T5


Apr 20 2012

Video

Rhino Products - Aluminium Rack Assembly Animation [HD]

Volkswagen T5


Apr 13 2012

Photo

One of the images uploaded for the Final years exhibition catalogue.

One of the images uploaded for the Final years exhibition catalogue.


Apr 06 2012

Photo

Robert Baratheon’s Warhammer
Materials need tweaking and the golden inlay for the head of the hammer needs to be completed.

Robert Baratheon’s Warhammer

Materials need tweaking and the golden inlay for the head of the hammer needs to be completed.


Apr 06 2012

Photo

AL Rack Still [Live Client]
Still render from shot 4 of the AL Rack - Rhino Products

AL Rack Still [Live Client]

Still render from shot 4 of the AL Rack - Rhino Products


Apr 06 2012

Photoset

First attempt at low poly weapons for games - Skyrim influenced.

Tried to keep them around 1000 tris but still need to work on removing non-inflluential edge loops and simplifying topolgy of low poly mesh.

Next test I think I’ll try a more complex weapon with possibly some mudbox sculpting.


Apr 02 2012

Thoughts on game modeling

Till now I’ve always found producing a low-poly model then subdividing to produce the high poly a fairly reliable method. However, sometimes issues with stretching occurring due to the fact its unwrapped as a lowpoly when verts and edges are moved away from their original position. This is better countered by taking the model into sculpturing software  to sculpture the additional detail on.

I’ve been practising with producing the high poly first giving you the ability to go crazy with the topolgy, this method works well as long as their is no strict parameters on the tris count. After the high poly model has been produced and unwrapped the model is then simplified to produce the low poly, ensuring no stretching can occur due to the fact the UV’s are based on the high poly.

The latter method is now considered the best way to approach low poly modelling. I’ll be experimenting with this over the coming week as I now feel comfortable with my ability at producing Texture Maps.


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