Crash Site Project
This sister blog is for my final University Module. I am involved in a project with a team of 3. We have decided to do a sci-fi crash site for a passenger space craft that holds aproximately 20 staff. We are all co-directors on this project and everything is equally shared. The site will consist of a vegitated environment with the space craft crashed on the right hand side. The space craft will also be modelled internally. The finish piece will then be placed into Unity Games Engine with animation cycles to create a non-player game effect which will allow the player to walk around the site.
All models are to be high res modelled in ZBrush and then low Res in maya and texture baked and Rigged/Animated.
Thursday, 16 February 2012
Thursday, 9 February 2012
ZBrush Progression (WK 1)
Textured Scar (Head 1)
Front
Side
Back
Leg Detail
Back Fishbone Detail
Progress
Completion_side without textures
Front
Side
Back
Leg Detail
Back Fishbone Detail
Progress
Completion_side without textures
ZBrush Progression
New design as old chest piece wouldn't allow the arm to function correctly
I sculpted the scar and arm muscles and deleted by accident!! Spent 1 hour trying all sorts of delete finders on PC, Then re-sculpted in about 30 mins and better...maybe things do happen for a reason....NOT !!
Front Chest
Back Chest Detail
Side View
I sculpted the scar and arm muscles and deleted by accident!! Spent 1 hour trying all sorts of delete finders on PC, Then re-sculpted in about 30 mins and better...maybe things do happen for a reason....NOT !!
Front Chest
Back Chest Detail
Side View
Wednesday, 8 February 2012
Building up new mesh with Armour detail from concept
Concept by Sidney Thibault
This time i took a different approach to the modeling, instead of building everything up in ZBrush which i find makes it harder to low res after, i spent more time modeling it in Maya first...
New mesh completed and ready for ZBrush
Mesh Part Breakdown
This time i took a different approach to the modeling, instead of building everything up in ZBrush which i find makes it harder to low res after, i spent more time modeling it in Maya first...
New mesh completed and ready for ZBrush
Mesh Part Breakdown
Week 1. Preparing Model Mesh
Firstly i decided to re-mesh my last project as the torso and legs are fine for what i need according to the concept art done by team member Sidney Thibault. I started by deleting the head and hands as these two parts of my mesh where an issue last time. I rebuilt the head (fig 1) and hands and checked the scale against a reference chart (fig 2).
Figure 1
Figure 2
Figure 1
Figure 2
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