I did some renders after Zbrushing welds and noise onto the main parts. Right now there are no textures, just simple shaders to show the high poly model. Eventually I'll make this into a high end game asset. There are more shots on my main portfolio at www.colinadair3d.com
Saturday, November 16, 2013
Saturday, November 9, 2013
.50 cal with M1A1 and MK93 mount
I went on a little tangent and modeled a MK93 mount for fun since I already had the .50 cal machine gun made for the tank. Here are some quick screenshots of both gun mounts.
Wednesday, October 30, 2013
Rift 2.4 official trailer - showing some stuff I've been working on recently at Trion
Rift 2.4 released the Planebreaker Bastion raid dungeon that I worked on.
Below are 2 videos I found of Rift posted by players showing the boss rooms I made for this dungeon along with the actual encounter. I created all of the models / textures. Zbrush was used to create pretty much all of the textures which were then baked out and polished in photoshop.
This encounter is the Prison Room where you fight Warden Thrax, The retracting platforms were fun to create and I'm glad the designers were able to implement my idea of having the players interact with them.
This is the eggtender room I created. The walls and "tree" things have a breath effect I created to give it the appearance of being alive.
Tuesday, October 8, 2013
Wednesday, October 2, 2013
M1 A1 turbine and side module sub-d modeling
This was a fun part. I prefer using 3dsMax for hard surface modeling because I find certain key tools more useful in speeding up my workflow. For example, the Modifier Stack, Edge Loop, Edge Constraints, Align and Array tools in 3dsMax are easier to work with in my opinion. I am a long time Maya user and also use it every day at work so I am definitely making a fair comparison. Don't get me wrong there are things about Maya I wish Max had as well, especially like it's quick snapping functions using the X,C,V keys. Overall though Max got the job done a bit quicker for me in this particular situation.
I also find instancing in 3dsMax more practical which is key for models like this engine. I have a bunch of instanced parts off to the side while the other instance is already positioned at an odd angle making editing those individual parts easier if needed.
There were a lot of fun shapes to model and all started with a basic rectangle or cyclinder. I kept everything quads which sped up the sub-d modeling using edge loop.
Here are some shots of my progress so far.
I also find instancing in 3dsMax more practical which is key for models like this engine. I have a bunch of instanced parts off to the side while the other instance is already positioned at an odd angle making editing those individual parts easier if needed.
There were a lot of fun shapes to model and all started with a basic rectangle or cyclinder. I kept everything quads which sped up the sub-d modeling using edge loop.
Here are some shots of my progress so far.
Monday, September 16, 2013
M1 A1 - Top Turret sub-d modeling
So far the top turret is going pretty smoothly and is pretty much done. Finding good reference for specific pieces is proving to be more time consuming than I hoped but well worth it in the end. Here are some screenshots.
Saturday, August 31, 2013
M1 A1 blockout and lower body sub-d modeling - part1
Here is an M1 A1 Abrams Tank that I've been wanting to detail out for quite some time now. I had started on a rough version a few months back and decided to start over on a majority of it as I wanted to revise my hard surface sub-d workflow and more practice is always key in my off time.
After spending a lot of time gathering the best reference possible, I started modeling the blockout to get the proportions right. I am going for very high, accurate detail and plan on spending a good amount of time on this model. Everything will be subdivided (mainly for practice) and I plan on bringing main parts into Zbrush to sculpt detail.
After spending a lot of time gathering the best reference possible, I started modeling the blockout to get the proportions right. I am going for very high, accurate detail and plan on spending a good amount of time on this model. Everything will be subdivided (mainly for practice) and I plan on bringing main parts into Zbrush to sculpt detail.
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