Showing posts with label Textured Models. Show all posts
Showing posts with label Textured Models. Show all posts

12.07.2007

Rail Car



This is a Rail Car I worked on as an art test for a game company. Concept sketch was provided for me. Model is 1532 tris. Time to completion (including modeling, UVs, textures) maybe 40-50 hours.

Tools:
-Maya (Modeling, AO Map)
-Photoshop (Texturing)
-UV Layout (UV... layout)

Tabi - Low Poly Model (WIP)





Okay so I decided to upload some work in progress screen caps of how the textures for this guy is coming along. There is no lighting on this guy, he's at 100% illumination with just the diffuse map, all hand painted. I hope you don't mind the mirrored textures, the final version won't have so much mirroring. No back images yet, they're mostly blocked by the backpack and tail anyways. This was my first time trying to do a furry character and I think it turned out alright so far. Obviously some areas are still unfinished and there's still a lot of details and tightening up I plan to do on the textures, so uhm... stay tuned. I guess.

Oh, and I figured out what kind of weapon I want for this character as represented in the little pencil doodle. It's basically a ball and paddle that can be sheathed. The concept is that he can smack the ball to attack enemies, or twirl to do sweeping attacks or even wrap and hold enemies with the weapon. There's also a possibility for ricochets maybe. The design can also utilize a Wii controller where you could have players mimic and time the movements to hit the ball and stuff (like baseball) or do twirls and such, just a thought.

Anyhow I hope you like! :D
-Stan

11.26.2007

Soren - The Dreamcatcher



Another sort of low-mid range poly character (if i recall, around 2500+ quads). This was my second crack at hand painted textures, trying to refine techniques and such. The overall style was meant to be similar to my Blood Angel character more or less :).

Notes:
-This character is also rigged with an animation style rig with a few facial controls and stuff, check it out in the rig section!
-Design and Inspiration: The concept was that this character was a young prodigy in her village. She became a very young 'dreamcatcher' which pretty much translates into an oracle who can see spirits. The clothing design was heavily influced by japanese clothing, and the character is also meant to be stylized like an anime character too.

Blood Angel - Retribution



Blood Angel character I modeled and textured. This model was relatively low poly (2000 quads or so). This was my first attempt at hand painted textures from scratch.

Notes:
-For this character I didn't want a realistic look since I was doing hand painted textures.
-Textures were heavily inspired by the World of Warcraft style.
-Design and inspiration: Design stemed from wanting a hooded character which eventually evolved into an armored angel where I wanted the qualities of both angel and a grim reaper. Also the overall red scheme was to emphasis that she was a 'Blood Angel.' I supposed overall influence came from growing up with Magic:TG card illustrations.

Mecha


This mecha model was made awhile back (early 2006) pretty much as a texture test. I played with bump maps and overlaying different texture layers to get like a paint chip type feel.

Notes:
-You can't see it from this angle but there's a hatch under his chest that slides out for a full sized human pilot and stuff.
-Under each forearm are also some chain guns too.
-Design and Inspiration: The design idea came from thinking of what would be practical and efficient if an engineer were to realistically build a mecha while keeping a sleek rounded look.