MsBarrows / Galleries / School Work - 1st Semester

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• School Work - 1st Semester

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By MsBarrows | Created: 2009-01-29

Checkboard Shark

Image 1 / 24

Checkboard Shark

Working on an unwrap of a shark model. Checkerboard texture is there as a test to see if the pixels will be more-or-less square and of similar size when the unwrap is completed.

Images in this Gallery

  • 1
  • Working on an unwrap of a shark model. Checkerboard texture is there as a test to see if the pixels will be more-or-less square and of similar size when the unwrap is completed.
  • 2
  • We're doing this in class today, with the teacher showing us what to extrude where and then us doing it on our own PCs. Just a simple low-poly box model to start.
  • 3
  • Today we're working on the texture for our earlier shark model, hand-painting it in Photoshop.
  • 4
  • Created based on a photo supplied to use by the teacher for our Tuesday evening 3DS Max class, which so far seems to be focusing on inorganic modelling (machines and structures). The model was done for last week's class.
  • 5
  • We covered the basics of making tiling textures in Photoshop, after which we were given the assignment of texturing our pump models using simple tiling textures. Both of which are, of course, things I already knew how to do :)
  • 6
  • This is an animation project we've been working on for several weeks now. It involves having a room with at least one object in it. A rubber ball, a balloon and a bowling ball need to be introduced into the room and bounce around, interacting in some way with the object and/or with each other. Every student has come up with their own unique way of having this happen; mine has been to have a mechanical arm carry in each of the three and drop them down onto a machine that tries to smack them away with a piston. This here is a single frame from the currently mainly untextured animation; today's job is to add details and texturing to the scene, and make any final adjustments to camera positions and lighting before rendering it out for tomorrow's class.
  • 7
  • Here's another frame from the three-ball animation, now with texturing applied. Why, yes, I did reuse some textures I already had floating around on my drive...
  • 8
  • Yup, it's the water pump again! For this week we're doing a second texturing pass on it, giving it customized, detailed textures instead of just the simple tiling textures we did last week. This meant doing a lot of the UV unwrapping over from scratch, since what works acceptably with tiling textures doesn't work once you want to start painting in shading and additional details on the texture.
  • 9
  • Been doing some final polish on the textures of the pump between classes today; here's a close-up view of the pump showing some of the fine detail, such as the lettering on the handle and the flaking paint covering it. The flaking paint could still use some improvement, it's not got quite the look I was aiming for.
  • 10
  • So for this week we need to make some Sculpey models of our character design. We can do a full-body one, or just selected bits and pieces. This is my first attempt at doing some bits and pieces - I haven't worked in clay in about 20 years, ack. I'm reasonably happy with the long skinny finger (my character is a rather gaunt, verging on emaciated fellow) but the head is no good. I'm going to try again, making a 1/2 scale mask of the face or something similar. Or possibly try and do an entire posed maquette of the character, not sure which yet (have other homework to finish before I take a second stab at this project).
  • 11
  • Here's my second attempt at a sculpey model of my character design. This turned out much better then the little head I did, and shows more of the essential details such as hollow cheeks, deep-set eyes, prominent brow ridge, etc. I'm still not happy with it in terms of it actually looking anything like what I want the face of my final character to actually look like - it ended up looking like an old skinny man, when I'm aiming for something more youthful and just painfully gaunt, not aged.
  • 12
  • Here's what my "Chip" model looked like by the end of the final class where we worked on it, with the legs roughed in. The hips gave me problems - he ended up looking more like a Chipette! I have mentioned that characters aren't my forté, haven't I? :)
  • 13
  • This is what we've been working on in organic modelling since doing Chip - a detailed model of a hand. For today we needed to have the palm, thumb and fingers done. By the next class we need to have attached the fingers to the hand, and modelled the wrist and at least half the length of the forearm. We need to make it as realistic as possible, so the shape of it needs to give indication of underlying muscles, tendons, and so forth. My fingers are too skinny and pointed, though their profile is good. And my thumb sucks (pun intended, mwahahaha).
  • 14
  • An in-class project from my texturing class - a simple tombstone model, which we've UV unwrapped. Today we've been playing around with different texture creation methods on it, and learning what different map types do (bump, specular, etc.). This version just has a diffuse map and a bump map, and I've been adding lichen to it in Photoshop by painting a masked texture over top of my underlying stone.
  • 15
  • The fingers are now attached to the palm part of the hand. On the left you can see my unsmoothed actual model, and on the right I've thrown a "turbosmooth" on it to illustrate the overall shape a bit better. As you can see, I still need to fix the thumb, and the ends of the fingers are still rather on the pointy side.
  • 16
  • Thumb and fingertips fixed, and arm modelled up to mid-arm. Much better! Though still on the spidery-fingered side of things... but acceptable for the end model that they'll eventually end up attached to.
  • 17
  • In my organic modelling class today we had our first introduction to a tool called ZBrush, which allows you to "paint" models. For our first in-class project we took a sphere primitive and painted it into a head. This is my incredibly beautiful and detailed result (lol!). The teacher says it'll get better later... and we'll eventually be doing a complete character entirely in ZBrush. ACK!
  • 18
  • One of the more interesting assignments we were given over reading week... our texturing teacher wanted to be sure we understood how normal maps work, so he gave us an assignment to hand-paint a normal map. I used an image of a "green man" ceramic tile as the basis for mine. On the left you can see my hand-painted normal map image, and on the right is a render of what that looks like when I apply the normal map to a rather generic (and blurry) granite textured plane.
  • 19
  • One of the assignments we're working on in our Industrial Modelling class is to create a set of mesh tiles that can be combined to make simple buildings in Unreal. Unsurprisingly, I'm working on a shack set. Components made so far include a plain wall, wall with door, wall with window, half-width wall, roof piece, half-width roof piece, gable end roof piece, porch roof piece, half-width porch roof piece, gable end roof piece, porch roof support pole, corner boards, and floor piece. This is a test scene where I've used the components to make a couple of buildings.
  • 20
  • Yup, it's the shark model again! Looking much nastier now that the eye is modelled in instead of painted on, and he's been given a mouthful of wicked nasty sharp pointy teeth. CHOMP! Currently setting him up with bones so he can be part of an animation.
  • 21
  • More fun with ZBrush! Today in class we were given a low poly generic young male head to work with (far left head). We then edited its shape in ZBrush, subdividing the polygons several times and then "painting" it to a different shape - a high poly old man's head. Then we dropped it back down to the original number of polys and exported the revised low-poly model (middle head), and then rendered out the high-poly version of it as a normal map and applied it to the low poly mesh to get the appearance of the high poly head on a low poly mesh (far right head). This is a method used in most major games these days in order to give the appearance of more detail then is actually present on the model.
  • 22
  • The fish for my shark animation - the center one is the real fish. The fish to left and right are "morph targets" - they get connected through a "morpher" modifier to the real fish, and then by playing with sliders I can adjust the shape of the mesh by blending the three meshes. In this case, the morphing will be used solely to animate his mouth position. He'll also be connected to a bone system that will be used to animate his body and fin positions.
  • 23
  • A glimpse of my final project for my Industrial Modelling class. This was an interior set made to match our earlier exterior set. Reuse that furniture for a Sims 2 set? Why, whatever would make you think I might do that... *grins*
  • 24
  • My final project for my character modelling class. Not as good a job as I'd planned to do, but at the last minute our teacher changed our deadline on us, making this project due earlier then originally scheduled. I ended up having to cram work that I'd intended to do over 4 uninterrupted days into an extremely busy 12-16 hours of work. In my concept art this guy was actually pretty cute. He, umm... lost the cuteness somewhere along the way.

1 Comment(s)

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On May 9, 2009 Shylaria wrote:
MsBarrows, I have to say that these pics are amazing! What natural artistic talent you must have. Yes I know you are in school learning all these things, but still you have to have some natural artistic talent to even begin to do the work you have done here. I hope your teacher gave you an A in all classes. You certainly deserve it. Id love to see more of your work from school. Do you have a finished version of your shark animation to view? Id love to see that too. Great job!

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