Showing posts with label Masterclass. Show all posts
Showing posts with label Masterclass. Show all posts
Wednesday, February 6, 2013
Sunday, February 3, 2013
Thursday, January 31, 2013
Sony Games Modelling - 3
Now I have been modelling for about 5-6 days and I have the basic geometry ready. This it the blocking I have with the rough geometry.
Work in progress:
Now I am going in and cleaning up the geometry, organising my assets a bit and then I get on with destruction and texturing.
Work in progress:
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| Work in progress: Clean geometry |
Monday, January 28, 2013
Sony Games Modelling - 2
It's day 2 working on the project. Have just slept for 4 hours in the last 40 hours, so was a slow night. This is where I got to till now. I have nearly 6000 polygons on it and this is rendered using renderMan in 32 seconds for the frame. The geometry hasn't really been optimised yet, so hopefully it will be much more economical when finished.
I am beginning to get a bit worried now as I just have 10 days left to finish this off. Will need to increase my speed.
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| Day 2 progress |
Sunday, January 27, 2013
Sony Games Modelling - 1
After weeks of delays I have actually got on to modelling for the Sony games project. I am starting with modelling props and I have done the couch and the centre table. I am very slow with the process but hopefully I will pick up some speed as I go along. I am really enjoying the modelling and I am surprised as I always found modelling a tedious process. Will post the couch images with more detail of the mesh later. Been working for 18 hours straight and can't be bothered to take screen-shots and crop them on gimp.
This is the render of the basic cleaned up geometry of the props. I still have to texture it and add wear and tear and character to it. This scene has some 3500 polys. This is a rough renderMan render with render time of 19 seconds.
This is the render of the basic cleaned up geometry of the props. I still have to texture it and add wear and tear and character to it. This scene has some 3500 polys. This is a rough renderMan render with render time of 19 seconds.
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| A rough render of the couch and the table. Rendered with renderMan, |
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| Wire-frame for the scene |
Saturday, December 8, 2012
The door to the Oval office
Okay I realised that the last post was pretty useless for the purpose of getting critique, as I didn't really post any wire-frame. Also, after getting a couple of suggestions from the pros I worked a bit on it and was able to take the poly count to 206 (yeah, that's 200 polys less O_o). The visual result doesn't really look any different. I do have some doubts still though. I am not really sure about a couple of decisions I have made. I will need to consult with my resident modelling teacher Ross Hildick. You can check out his work here: Ross's Blog
So here are the wireframe images of the door.
This is the overall structure. This has 3 main parts, the outer frame, the inner frame and the door. This component has a total of 206 faces.
This is how it looks from the back. I have deleted all the back-faces to keep the poly count down.
This is the outer frame, isolated. This piece has a total of 28 faces.
This is how it looks from the back.
The inner door frame. I don't know if it can be further optimised as it has only 6 faces.
The door. This piece has a total of 112 faces. As you can see, it doesn't really have any depth to it. I am not sure if that is a good idea. I know that it exactly fits into the inner-frame and the player won't be opening it, but will it catch lighting properly, if it doesn't have any depth on the edges.
The door-knob is another poly heavy piece. It has 60 polygons, but I can't really think of any way to make it lower than this and still retaining the shape.
That was a long post :p
Thanks in advance for any critique. Cheers!
So here are the wireframe images of the door.
This is the overall structure. This has 3 main parts, the outer frame, the inner frame and the door. This component has a total of 206 faces.
![]() |
| The doorway: 206 faces |
This is how it looks from the back. I have deleted all the back-faces to keep the poly count down.
![]() |
| The back-side of the doorway |
This is the outer frame, isolated. This piece has a total of 28 faces.
![]() |
| Outer frame, 28 faces |
This is how it looks from the back.
![]() |
| Outer frame, back view |
The inner door frame. I don't know if it can be further optimised as it has only 6 faces.
![]() |
| The inner frame |
The door. This piece has a total of 112 faces. As you can see, it doesn't really have any depth to it. I am not sure if that is a good idea. I know that it exactly fits into the inner-frame and the player won't be opening it, but will it catch lighting properly, if it doesn't have any depth on the edges.
![]() |
| The door, 112 faces |
The door-knob is another poly heavy piece. It has 60 polygons, but I can't really think of any way to make it lower than this and still retaining the shape.
![]() |
| Door-knob: Front view |
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| Door-knob: Back view |
Thanks in advance for any critique. Cheers!
Labels:
3D,
Game Environment,
Masterclass,
Modelling,
NCCA,
Sony-Games
Location:
Bournemouth, UK
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