Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Thursday, January 12, 2012

First Post Of 2012!

WARNING : HUGE-ASS PHOTO DUMP!

I present to you my very first custom 1/6 scale Mandalorian, Kor'var Skirata!
















Thursday, July 14, 2011

Buckets n' Deeces

Well actually, it's just one bucket and deece. Finally had the models printed, and they are now sitting proudly on my work desk.








Wednesday, April 27, 2011

Betty The Cow



A dairy cow I created last year for a dairy product company's TVC. Essentially a modified stock 3D cow model with diffuse, specular and normal maps.

I can't seem to remember the name of the real cow we took photos of...

Also, i'm announcing my withdrawal from DW5, just took up a few jobs, and it's gonna be a rough ride. Rock on.

Friday, April 8, 2011

Dominance War V - 3D WIP 3



Today's updates :

1) Seams on coat

2) Helmet variations

3) Lights! :D

Thursday, April 7, 2011

Dominance War V - 3D WIP 2


1) Fixed the helmet's 'ear piece' and back + minor design changes

2) Made inner collar + accessory

3) Rough block out of sleeves

4) Wasted time looking for a free 3D model of formal slacks

5) Bathed the dog

Thread linky link link


Wednesday, April 6, 2011

Dominance War V - 3D WIP 1


Update! Worked on the coat today, and it's my first time modelling clothing! No idea what to call him, so he'll be the God Of The Void for now.

Wednesday, March 16, 2011

Cross Fate Project - UN Grunt


This is one of those goon units in mech stories. Belongs to UN (not the RL one lol). Please do not use the image without permission kthanksbye.

Wednesday, February 16, 2011

Cross Fate Project - Verein Standard


Gonna stop working on the Verein for now, and get back to the UN Grunt. Forgot the poly count, but it's well below 10k as usual. Currently has 4 UV sets (Head, Torso, Arms, Legs) with 2048x2048 textures (Diffuse, Specular, Normals, Emissive).

Friday, February 11, 2011

Republic Commando - Stealth Armor



Whipped up a stealth version just for kicks. Project status : Unknown. Will finish up after Cross Fate project.

*Edit : Fixed visor's glow bleeding

Saturday, January 29, 2011

Cross Fate Project Updates 1

Just completed the highpoly for another mech called Verein (Standard). Gonna add details using nDo, a Photoshop plugin. A really quick way of adding small details straight onto normal maps.



On a side note, my prayers go to the helpless animals out there who are suffering/ have suffered in the hands of demons in human form. Far too many abusive people out there. Visit MDDB - Malaysian Dogs Deserve Better if you wish to support them in their mission to bring abuse cases/abusers to light. God bless.

Monday, January 10, 2011

United Nations Mech - WIP 1


Work in progress! A United Nations mech in a Reaper color scheme (subject to change).

Friday, December 10, 2010

Pre-Dominance War V - WIP 4


Another update, with some red paint and a modification to the magic circle.

Tuesday, December 7, 2010

Pre-Dominance War V - WIP 4



Almost done, i'll try out another pattern for the magic circles, and whip up a simple pedestal. Maybe overlay some textures as well.

Sunday, December 5, 2010

Pre-Dominance War V - WIP 3


Mini update. Trying out some glow lines, and baked a lightmap (very subtle). Glow lines will be a lot less than this, with varying thickness. Zzzz not much time today, need to prepare lesson notes for an introduction to normal maps.

Saturday, December 4, 2010

Pre-Dominance War V - WIP 2

Smacked on some base colours and detail lines. So much work left.

Friday, December 3, 2010

Pre-Dominance War V - WIP 1

Time's running out! Challenge ends on the 6th! There seems to be an extension, but it's unconfirmed, so i'm not taking any chances. The model's ready for unwrapping and texturing. Sits at exactly 3000 triangles.




Sunday, October 31, 2010

Scorch In CryEngine 2 Update


Scorch's equipment (anti armor ordnance pack, tube thingy on his backpack) and vibroblade are done, so I will move on to the Deece (DC-17m Interchangeable Weapon System) pretty soon.

I installed Natural Mod for Crysis which makes the game look a tad more realistic, but it affected the Sandbox Editor as well hence the higher contrast in the preview pic above.

On the other hand, I missed my chance to get a set of small commando toys... T_T

Friday, October 15, 2010

Discovery of the Detail Map

I've been itching to learn about a slot in most game engines called the 'Detail Map', and to my pleasant surprise, it's really, really cool. It overlays a tilable texture map on your model which acts like a bump/specular map which seriously enhances the detail on your models (hence the term Detail Map). I used a simple tilable concrete texture for Scorch, and it turned out pretty good. UVs are apparently ignored, so it gets applied to the whole model. I'll need to dig deeper. Here's a comparison :

Friday, October 8, 2010

RC In CryEngine 2

Spent a good few days tinkering with Sandbox 2 Editor, and got good ol' Scorch into the engine without too much hassle.

The '2' at the back spells 'CryEngine2'. Had to crop it off.


Scorch chillin' at the beach. With a gun pointed at him.