I've modified the basic mesh and refined some edge loops and proportions and now I'm testing shaders for the skin and eyes.
19 December 2010
8 December 2010
24 November 2010
10 October 2010
Heres a shot of the unwrapped Pelican with a UV distortion map I got from google.
Also I've just notice I've forgotten to update the verion number on the bottom of todays WIP sheets- they should read v620.
Although you can't see it from the size of the WIP sheet, I've chamfered all the edges out (hence the massive increase in polygon count) and added a few more edge loops to make the shape smoother as well as added more detail to the engines and the surface of the main body.
6 September 2010
30 August 2010
27 July 2010
30 June 2010
The finished (for now) Seaking. The textures and reflectivity of the blades needs reducing mainly but any further improvements will be made mostly through additional modelling. Since the final shots it was used for mainly show it from the bottom, it will do for now.
29 June 2010
28 June 2010
19 June 2010
17 June 2010
10 June 2010
A still frame from a short test sequence in a "complex" comp in After Effects, combining several .EXR passes from Maya. The workflow with so much info and large file sizes is a pain to work with so I'll be switching to Nuke as soon as possible.
A very old test using a custom made HDR map to provide reflections for the skulls on the desk. I got good feedback from people ("The skulls aren't real?!") which meant I could progress on the rigging side of the project.
7 June 2010
3 June 2010
1 June 2010
This Termintor model took months to complete, I still don't consider it finished now as I look back on it and realise how the workflow and use of techniques could have been better. I only got round to unwrapping it recently.