The last session today was to basically do anything so I unwrapped part of my scene...
The first section of branches is finished and the second lot is well underway.
Sam Greaves
Monday, 3 December 2012
Logo
The aim of today's first session was to make a logo that could be remembered easily. The whole aim of the lesson was to basically understand self branding.
The logo needed to be simple, easy to remember and something that had a point.
This is my logo, it looked something like a drink bottle logo or a petrol station:
The logo needed to be simple, easy to remember and something that had a point.
This is my logo, it looked something like a drink bottle logo or a petrol station:
Monday, 26 November 2012
Test Map
Decided to edit a texture and put my scaffolding in to a quick & simple level. Looks pretty good, I think. The scaffolding isn't textured but that's just because I haven't ported it through to source yet.
By the way, if you didn't know, it's a big wooden door.
Car & Box
Today's aims of today was to basically make a car model and a cube in groups.
Modelling the car was quite easy, I started on a old mini. I used blueprints to model it and so far it is going quite well and looks a lot like a mini.
The cube we made was for team work and to help us find what inspires us, what shortcut keys help us and what our goals are.
Modelling the car was quite easy, I started on a old mini. I used blueprints to model it and so far it is going quite well and looks a lot like a mini.
The cube we made was for team work and to help us find what inspires us, what shortcut keys help us and what our goals are.
Please excuse the windows, but as you can see anyway it's not anywhere nearly finished.
Wednesday, 21 November 2012
Hair
Today's last session was to make hair in 3DS Max using Alpha channels and planes.
This is what it looks like in 3DS Max...
This is what it looks like when rendered...
I do realise that there is a bald patch and a few other problems, but for my first attempt I'm pretty proud of what I produced.
This is what it looks like in 3DS Max...
This is what it looks like when rendered...
I do realise that there is a bald patch and a few other problems, but for my first attempt I'm pretty proud of what I produced.
Saturday, 17 November 2012
Scaffolding
Over the past 2 days I've basically been designing some scaffolding for a Half Life 2 mod, it was rather easy and I think the end result is quite a good outcome...
I decided to do the frame in a few different colours because I was a bit undecided on what colour to make the metal, I didn't want it to be plain metal because that's boring so...
Modelled in 3DS Max Textured in Mudbox... Enjoy
P.S. I now have a website so go check it out... Please :)
http://samgreavesdesign.co.uk/
I decided to do the frame in a few different colours because I was a bit undecided on what colour to make the metal, I didn't want it to be plain metal because that's boring so...
Blue
Orange
Yellow
Red
Modelled in 3DS Max Textured in Mudbox... Enjoy
P.S. I now have a website so go check it out... Please :)
http://samgreavesdesign.co.uk/
Wednesday, 14 November 2012
Character
Today we basically edited a character that we had made in a previous lesson or we could re make one. The whole aim was to unwrap it and texture it in mudbox, we then gave it normal maps by sculpting it in Mudbox and exporting the normal map and applying it as a bump map in the material editor.
The whole lesson was to see the work flow to making a model.
The whole lesson was to see the work flow to making a model.
Monday, 5 November 2012
Quick Environment
The aim of today was to produce a quick and simple environment, this was to basically get a good idea of what you need to think about during the design of a environment. You need to look at the end of world and and what you would normally see within that environment.
Wednesday, 24 October 2012
UVW Unwrap & Texture
The aim of today was to basically unwrap and then texture a model, it was to see how long it took us and how well we could do it and finally just a bit of practice, i manged to do it without any problems, the only problem i had was the hair.
I did it fairly quick and then manged to start texturing it...
I did it fairly quick and then manged to start texturing it...
Wednesday, 17 October 2012
Mudbox Alien Sculpt
First attempt at sculpting today, I'm pretty damn happy with the outcome of what I've produced... Fist off though, the alien model isn't mine, on the other hand it did all of the fun stuff to make it look a bit more awesome.
I tried to keep it quite simple but at the same time Alien like (Whatever that is) I tried to give it human like features including the muscle and bone structure, I think It's fairly believable.
Monday, 15 October 2012
Cartoon Character Head
The first session today consisted of improving the cartoon character mainly his head, I think so far I've done fairly well, the nose was probably the hardest bit to do apart from that everything else has gone pretty well. He still looks pretty damn scary but that's the way the blue prints are and basically due to it being my first ever attempt at a cartoon head with blue prints.
All in all it looks half decent to me.
All in all it looks half decent to me.
Wednesday, 10 October 2012
UVW Alien Unwrap
Today we had to unwrap a Alien character, it was quite hard and the only bits i managed to get right was the head arms and torso, the reason being the other parts of the body are not quite as simple as the head, there are lots of sticky out bits including the fingers and toes.
Monday, 8 October 2012
More Blueprints...
Today has mainly been playing with the modify panel, but the last session was basically following blueprints. To start with i found it quite frustrating but towards the end it started to take shape and so far i'm pretty happy with what i have...
It's still fairly far from being done but it's better than all my other blue print attempts, so hopefully i'm improving.
It's still fairly far from being done but it's better than all my other blue print attempts, so hopefully i'm improving.
Friday, 5 October 2012
Hectic Haul
The last two days have been a long haul, I finally however managed to finally get my TV model from 3DS Max to Source, fully textured I may add.
It's not exactly the ultimate texture but it works, after tweaking the settings for about 12 hours straight I figured out how to get the models and textures in to source, this means every model from now on will go in there within a matter of minutes.
It's a version of a Bose TV made for the half life 2 mod - In Permeptory's Shadow
I hope to have an animated texture with different images showing up with a flicker to them to give it the extra realism touch. It will be showing information on monorail times, current news and more... different sizes of the model and slight wall mount adjustments will also be added.
It's not exactly the ultimate texture but it works, after tweaking the settings for about 12 hours straight I figured out how to get the models and textures in to source, this means every model from now on will go in there within a matter of minutes.
It's a version of a Bose TV made for the half life 2 mod - In Permeptory's Shadow
I hope to have an animated texture with different images showing up with a flicker to them to give it the extra realism touch. It will be showing information on monorail times, current news and more... different sizes of the model and slight wall mount adjustments will also be added.
Close Up:
Wednesday, 3 October 2012
UVW Peal
The last session today was to use peal to UVW Map a face, this is a very useful tool and has helped speed up a old method.
"Propper UVW Mapping"
The session today was to learn how to apply a texture correctly using UVW Unwrap. The texture didn't fit too well for the model so we had to adjust the vertex's and weld them together. The mid result was very good, unfortunately we didn't have enough time to finish of the texture but i got the general gist of how it works.
UVW Unwrapping
Todays first session was to produce a UVW Map out of paper, we were given a kids toy to unwrap, I think it went quite well for me...
Tuesday, 2 October 2012
Vending Machine
Today was the workshop session and i produced a vending machine and UVW Unwrap Mapped it.
There was a problem with the UVW Map but i think it's due to the UVW map method i used.
There was a problem with the UVW Map but i think it's due to the UVW map method i used.
Storyboard
Today we had to produce a storyboard in groups, we then had to tell the story and make it last for 5 mins, our group managed to make it last for just over 4 mins. The story was a zombie adventure, based on zombie sheep attacking the other animals on the farm and then moving on to the farmer. (Farmer Giles) From here he then gets taken to hospital at which point he turns in to a zombie gets out of the hospital bed and starts to spread the zombie infection.
Monday, 1 October 2012
Plane BluePrints
My second set of blue prints, obviously at a very unfinished stage but due to time we didn't really get to finish them. Whilst undergoing the process i bumped into a few obstacles including getting confused on where the geometry was but i managed to get it back under control and carry on with the model. The wings were very easy to do it was just a simple extrude and then shaping.
The Plane:
The Plane:
BirdBlue Prints
My first attempt at blue prints, i think this is quite a poor job but for my first attempt i'm fairly happy with what i produced...
Edge Modelling
In the first session today we worked on edge modelling, this allowed me to produce models faster than i had done before. I also learnt some shortcuts which are simple but can also speed up the whole process as a whole.
Loops, Rings and Topology was the main aim of the session.
Loops, Rings and Topology was the main aim of the session.
I produced a horn using edge modelling.
Wednesday, 26 September 2012
The Second Post
The aim of today's last session was to model and object that was in the room, texture it and use the maps in the material editor to make the object look a bit more realistic by giving it shine and depth. By using a bump map i managed to get away with not having to model every single bit of detail within the object.
As you can see below
As you can see below
The First Post
Over the past few days at uni we have been learning about blueprints, they're quite hard to understand but with practice i think they will become easier.
I'm looking forward to making my own blue prints and then taking them in to 3DS Max to bring it to life.
I'm looking forward to making my own blue prints and then taking them in to 3DS Max to bring it to life.
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