Base Mesh
Well finals are upon us, which means here are a ton of final projects that were due this week!
This one is a base mesh, basic human sculpt for Organic Modeling.
Well finals are upon us, which means here are a ton of final projects that were due this week!
This one is a base mesh, basic human sculpt for Organic Modeling.
For my games design class I had to make a replica of my bedroom. We had a budget of 3,000 tris which is crazy small, and the texture maps had to be 128×128 pixels! These requirements aren’t as common in the industry now as they were a few years ago. For reference, the average texture map I had been working in is at least 2kx2k, and scenes typically have into the hundreds of thousands to millions of polygons, so this was a challenge. Also, the lighting is done through vertex color application instead of using actual lights, so anytime I want to change the lights is a bit of a hassle. x_x
Well I did a machette version for this model that I don’t know if I ever posted so soon I’ll throw some images up here. For now, here is a model of him in his early stages.
Here is an update on that creature design I did earlier. I decided on a ball and chain instead of a dystopian factory. We had to do a full detailed drawing for my class today.
Ok I totally couldn’t help myself. On the left is the 2nd head I have ever done… on the right is the THIRD head I’ve ever done. HOLY DIFFERENCE, BATMAN! Really though, I’m happy and sort of feel like I’m getting somewhere with ZBrush now.
The second head I sculpted in ZBrush… ever. x.x I have SO MUCH TO LEARN. Thankfully my Organic2 teacher is really helpful.