This is just the occlusion, color, specular, and reflective passes. shadow pass was pretty badly messed up for some reason, so I'll need to try a different method than originally taught.
[update]
I got the new shadow pass on it. Tried to do a glow pass, but something about the background shader refuses to work properly. That'll be fixed shortly. Thankfully shot 1 is almost done. Unfortunately, its the shortest one, so it'll be some time before this thing gets done completely. Crud.
With the glow
Tuesday, December 8, 2009
Monday, December 7, 2009
The Baretta 92FS
Started on the first model for the game I'm working on. So far this thing is just over 530 polys. still needs several things.
[update]
Added hammer and trigger. Did some minor cleanup and smoothing out. May end up taking out geometry to let the engine render it more easily, since its at 714 right now, and the game is supposed to be 3rd person.
Slide, hammer, and trigger now have a limit to their movement. This'll get rigged in 3ds max once its unwrapped and the normals are set up.
[update]
Added hammer and trigger. Did some minor cleanup and smoothing out. May end up taking out geometry to let the engine render it more easily, since its at 714 right now, and the game is supposed to be 3rd person.
Slide, hammer, and trigger now have a limit to their movement. This'll get rigged in 3ds max once its unwrapped and the normals are set up.
Wednesday, December 2, 2009
The full compilation
I finally got the whole thing running relatively well, and somehow the muzzle flash looks better than it did before thanks to the recoil animation. All thats left for this thing is to do a few render tests and then a full on render.
Monday, November 30, 2009
Particle Cannon fly through
Just giving a quick camera move through the complex.
I'll do an occlusion pass of this event, if it doesn't turn out too dark, and then post a demonstration video on what portions of the scene do what.
I'll do an occlusion pass of this event, if it doesn't turn out too dark, and then post a demonstration video on what portions of the scene do what.
Thursday, November 26, 2009
singularity
What happens when an object moving near the speed of light hits a stationary object in normal space? Something like this perhaps, though highly improbably. Still looks cool though.
Wednesday, November 18, 2009
Lock n' Load
A bit of camera work now on the loading sequence. I'm pretty ready to start rendering, though I need t separate a few things into their own layers, such as the fluid effects, but everything is primed. Might have to do a bit of texture work on the target as well.
Friday, November 13, 2009
So close I can taste it
I've nearly got the feel I want now. Just need to speed it up a bit and extend the container a bit, and possibly modify the dissipation and temp, but its nearly good to go. Once thats done, I can fix the other two containers so as it doesn't chew up RAM while rendering.
Saturday, November 7, 2009
muzzle flash rough
This is semi close to what I'm shooting for, but the problem is getting consistency out of this thing. It never looks the same twice, and so far this is the best one. Much more tweaking is needed. The dust kick up isn't fairing much better either, but for now the flash will be the only one viewable.
[UPDATE]
I've got a semi-consistent flash going. Not quite escaping the barrel like the previous one, but emitting enough so it is just visible.
[UPDATE]
I've got a semi-consistent flash going. Not quite escaping the barrel like the previous one, but emitting enough so it is just visible.
Saturday, October 31, 2009
one step forward, 2 steps back
Well, I've gone and wrecked another fluid container, so back to square one with the muzzle flash. Least I'm learning, though not as fast as I would've liked.
Friday, October 30, 2009
loading sequence
Blah, I hate working with fluids. So finicky, but useful. I won't lose to you, FLUIDS!
Anyway, I at least got the gun animations itself pretty much set. There may be tweaks later on to add to the effect, possibly some braces failing and some upward recoil as a result of the momentum generated. I do have the fans going though, though at the rate their spinning, they'd hardly be noticeable, even with motion blur. As per the target the gun is aiming at, I may just create a destructible wall and duplicate it several dozen times in post to show the force of the shot. Maybe even have some other things destroyed on the outside of the building as well. Maybe even create a black hole event as a result of the speed through which the slug is traveling, (since in theory a rail gun is supposed to fire its projectile at the speed of light) where in the target object almost collapses in on the impact point, but explodes none the less.
Anyway, I at least got the gun animations itself pretty much set. There may be tweaks later on to add to the effect, possibly some braces failing and some upward recoil as a result of the momentum generated. I do have the fans going though, though at the rate their spinning, they'd hardly be noticeable, even with motion blur. As per the target the gun is aiming at, I may just create a destructible wall and duplicate it several dozen times in post to show the force of the shot. Maybe even have some other things destroyed on the outside of the building as well. Maybe even create a black hole event as a result of the speed through which the slug is traveling, (since in theory a rail gun is supposed to fire its projectile at the speed of light) where in the target object almost collapses in on the impact point, but explodes none the less.
Friday, October 16, 2009
confound technology
Sunday, October 11, 2009
Head sculpt
So far its just the sculpt and the skin tones. Gotta model out the hair and attempt to rig it a different way, since the blend shape setup isn't working as it should. Model is based off my friend's face.
[Update]
placed a Lambert shader on top to give a better highlight on the warm and cool tones of the skin.
Friday, October 9, 2009
The MK-I has been confirmed
I've finally put up the MK-I onto the site. It may be incomplete, but where it stands now does merit some form of display. I won't add textures for some time, and it will probably only be an occlusion pass from now on.
Check the main site to view it.
Check the main site to view it.
Thursday, August 27, 2009
Monday, August 24, 2009
New lighting setup
Wednesday, August 19, 2009
LEDs on the endosuit
The endo suit
after a bit of trial and error in z brush, I managed to create the endo suit's detailed plating system, though they're probably be a flexible polymer. The details were projected using maya however, as z-brush would keep offseting the normals for some reason I probably missed. Oh well, I got what I needed and will continue with refinement work.
Tuesday, August 18, 2009
The Spartan Wireframe
Thursday, July 30, 2009
Sunday, July 19, 2009
render style idea
So I've an idea of what I'd like to do for my reel, as in having the models in vector ray exploded in the background to show the parts and such, while a better render sits up close for details and textures. The vector rays will sit along side the concepts for their respective models.
Its very reminiscent of how Iron Man's credits were done, which is what I wanted to try to replicate.
Monday, July 13, 2009
Status update
Friday, July 10, 2009
Another update
After a bit of thought and some quick sketching, I figured out the mechanics for the sword canister unit on the thigh guard. Its innitially similar to The legging panels, but the sword place holder is similar to that of a cassette tape player. I did another variant of the sword handle, in that it extends at the head and base to allow for the knuckle guard emitters, while the stabilizer blade extends from the head. I've no definite design for the blade yet, but I may just go with a strait blade or the 4th design for simplicity sake.
[Edit] Fixed the plates and inner armor. no visible collisions now. Might leave sword mechanics out to save time.
[Edit] Fixed the plates and inner armor. no visible collisions now. Might leave sword mechanics out to save time.
Tuesday, June 30, 2009
More designs
Friday, June 19, 2009
Thursday, June 18, 2009
Boot panels test
So the boot panels are rigged, as well as the securing talons on the base, so here's a quick vid of them working.
Sunday, June 14, 2009
progress
Saturday, June 6, 2009
Spartan shin and arm guards
The first iteration of the leg armor. Asked around and was decided that the feet were the strongest.
Second iteration of the leggings. Started with a multi-panel sliding system, but swapped for a more streamlined look. Settled on that and began arm guard work.
Several variants on the arm guard, originally having the shield(see earlier post on shield design) under the armor, but was told to just keep it outside. Used style of leg guards for arm guard design, resulting in the finalized version circled.
Second iteration of the leggings. Started with a multi-panel sliding system, but swapped for a more streamlined look. Settled on that and began arm guard work.
Several variants on the arm guard, originally having the shield(see earlier post on shield design) under the armor, but was told to just keep it outside. Used style of leg guards for arm guard design, resulting in the finalized version circled.
Wednesday, June 3, 2009
2/3 done
With the video portion of the 3d animation "Trash Me" complete, it mean's I've 2 pieces of my reel done. Now to get crackin' on the Spartan and compile it all.
Friday, May 29, 2009
And so I have a render
So I've got a complete render of The Chimera finally, which means I've a third of my reel completed. I may have an occlusion pass separated later on, but I'm not certain of that yet. This just leaves the Robot to be rendered(which I'll probably grab from the animation its involved in) and the spartan to be completed. Now if only it were so easy.
Tuesday, May 19, 2009
completion
Saturday, May 16, 2009
Friday, May 15, 2009
Design updates
Spartan shield
Okay, so I did a quick version on the shield, and I kinda dig it, but I want to get the energy portion textured properly before I'm satisfied. Obviously, the energy rail's unfolding design got swapped for an extension design, since the unfolding wouldn't hide properly without showing up on the other side of the arm. I've still to develop a connection unit to link it to the left for arm guard, but it'll come to me as I work on this.
Tuesday, May 12, 2009
Spartan pose
Monday, May 11, 2009
more updates
Thursday, May 7, 2009
Updated textures
Wednesday, April 29, 2009
possible new project
So I've had a bit of an "aHa" moment and have decided that one of my next projects will be a modernized spartan warrior. Its still a fledgling idea, but I have an idea for the shield that really floats my boat, and the idea for the sword isn't too far from what I'd like. As for the spear, well it needs work. I like the idea that it folds up, it still lacks that pizazz that I'm looking for. Time for more research on collapsible weapons.
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