Evil Dead Cabin and Oldsmobile
Posted: November 6, 2012 in 3d ModelingTags: 3ds max, evil dead, gaming, Halloween, Horror, HP Lovecraft, videogames
Here are a few things I modeled tonight. I was feeling really festive because of Halloween being right around the corner, and it being my favorite holiday. I had this burning need to make a pumpkin so I made it happen. I also modeled a wood axe, which is an asset for one of my next school projects. Enjoy! And, as always feel free to speak your mind on what you see. Happy holidays guys (The good ones)!
I would liken this more to fantasy I guess or adventure than sci-fi but we were allowed to pick the theme for the room and hallway we had to do. Me and my partner in class Chris did this. As of now we took some renders of the scene almost finished but not quite. The pieces are finished minus a pillar that isn’t in the scene yet, mapping and everything they just weren’t completely snapped together so the wall pieces still display a seam but the wall is in fact tileable to where you can’t see the seam. The idea was to create a room with specific dimensions and tri limits that were given to us, using modular pieces aka pieces that could be used more than once in the “game”, or could be tiled which ends up saving on resources in the end. Here is a breakdown of what each of us have done:
Me:
Wall Piece
-Normal Map
-Diffuse Map
-Lighting and AO Map
Pillar High and Low Poly
-Normal Map
-Also cut out some hieroglyphics
to be included in the diffuse
Chris:
Ceiling Piece
-Normal Map
-Diffuse Map
-Lighting and AO Maps
Floor Piece
-Normal Map
-Diffuse Map
-Lighting and AO Map
Torch/Fire Fountain
-Normal Map
-Diffuse Map
-Lighting and AO Map
-Lights in the scene for
the Torch/Fountain
Here is what we have so far at about 90% finished. I will post up more renders of everything fit together seamlessly and correct when we’re done and hand it in. I’m pretty proud of what we did here! I def learned a lot about smoothing groups and such.
This is the ammo crate we did for class. I posted up some pictures of the low poly in the last entry but that particular model has been long since discarded. I ended up weaving fatal construction problems into it and had to start completely over. The second go at it though I was able to do it very fast and efficiently. So i’m going to show you 3 things: 1. The new low poly which is essentially just the finished product with the mapping on it which consists of a diffuse, ambient occlusion, and normal map. 2. The high poly which was used to generate the normal map for the low poly/finished piece. 3. My UVW Unwrap which became my diffuse map. I hand drew all color on the mapping save for the dark gray panels which for one reason or another don’t show up as strongly as i’d like them to. I think I did a pretty good job drawing the crate texture. It was done in photoshop with my wacom drawing tablet. I just used a variety of different brushes, colors, etc to make it look beaten, dirty, and rusty. It’s my first Unwrap so it’s not perfect and I had to improvise by placing a marble texture map on some of the ridges so it didn’t look jenky but I think that I did a decent job overall. I saw some cool ink style hashing on some Geiger pieces that i’d like to try to add to my maps at some point but since the hardest part is letting go and just letting it be done flaws and all i’m letting it go. So without further adieu (I think that’s the proper way to spell it, if not we’ll arm wrestle to determine the winner), here is my take on the ammo crate from Dead Space
An Exercise I Did to Learn the Fundamentals of UVW Mapping and UVW Unwrap
Posted: June 6, 2012 in 3d Modeling, UncategorizedPicture Frame Back (It wouldn’t post on the initial post for some reason)
Posted: June 3, 2012 in UncategorizedJust did this for fun to brush the dust off between semesters. The maps I just took arbitrarily from royalty free google searches. They’re not fantastic but it’s a low-interest background object so I think it would fit in the background ok. It’s also unfinished at this point. Just trying to get into the habit of posting stuff in this.