Stylized male test. Screen grabs from Maya.
Sculpting a dragon in ZBrush, base geometry from zspheres. Following a tutorial on Digital Tutors by Peter Minister. Feet and legs may seem alittle wierd - but the main structure is based off bird anatomy (more designed towards dinosaur anatomy)
Blocking out the main shape. Modeled rib structure from wood working plans. This will help get the ships body lines. Placing the decks. Used the image planes for rib placement and general shapes. Finished main body shapes. Created cannon holes. Adjusting scale of the deck hieght, etc. Adding stairs, beams; blocking out the back overhangs for officers quarters.
Old modular village I did during school. Rendered in Unity 3. Sample pic of the modular house pieces 2 base diffuse texture sheets. Textures were created first, then projected onto a plane in Maya and model from the projected texture.
Test in UDK; tilable texture of stone block flooring. Texture sheets; diffuse, normal, spec. Normal map created from sculpt. Maps baked in Maya. Photoshop for the rest. Floor blockout in Maya first. Assemble on the grid for tiling. Main floor sculpt done in ZBrush. Each brick was sculpted seperately. Then brought into Maya to assemble a larger floor for baking maps.
Block in of main design; silouette and main shapes Defining the shapes Defining more shapes; and rendered in Mental Ray. Checking mesh errors. I will be adding more surface detail using Maya and nDo.
Render in UDK; using template UDK map. Check the bikes light maps and base textures before I continued with the texturing. Inital texture sheets: diffuse, normal, spec
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