Posts

Showing posts from March, 2019

Walkman Part 9

Image
Modeled front cover and side hinge and began bottom hinge.

Walkman Part 8

Image
Finished up modeling the interior of the Walkman.

Walkman Part 7

Image
Continued modeling the interior of the Walkman

Walkman Part 6

Image
Began modeling the interior of the Walkman.

Walkman part 5

Image
Continued modeling the body, including the battery cover.

Walkman Part 4

Image
Began modeling the back and side.

Walkman part 3

Image
Modeled another part of the walkman. Found more references.

Walkman Part 2

Image
Continued modeling the details on the Walkman.

Walkman Part 1

Image
Found references, blocked in model, and began adding details. Also discovered this 3D model to use as a reference when trying to see places which I can't see with references from the web: https://hum3d.com/360-view/?id=177861

Creating a Environment Kit Design for Games: Blending grid-based materials

Image
Used soft selection to modify the floor to show with sand.

Creating a Environment Kit Design for Games: Placing detailed elements in the scene

Image
Build a quick environment.

Creating a Environment Kit Design for Games: Naming convention for modular elements

Watched Video.

Creating a Environment Kit Design for Games: Modular map size and UV placement.

Watched video

Creating a Environment Kit Design for Games: Changing materials on modular assets

Image
Changed the material on all of the objects.

Creating a Environment Kit Design for Games: UV mapping modular enviormental objects

Watched video.

Creating a Environment Kit Design for Games: Determining texel density

Image
Examined texel density

Creating a Environment Kit Design for Games: The UV grid and editor settings

Image
Adjusted settings of the UV editor.

Creating a Environment Kit Design for Games: Using base objects as UV templates

Watched Video

Creating a Environment Kit Design for Games: UV mapping basics for modular meshes

Watched Video

Creating a Environment Kit Design for Games: Door sizes and window heights

Watched video.

Creating a Environment Kit Design for Games: Clone, Mirror, and tools to copy mesh

Watched video

Creating a Environment Kit Design for Games: Dos and don'ts of modular systems

Watched video.

Creating a Environment Kit Design for Games: Gray boxing your modular enviorment

Image
Grey boxed environment.

Creating a Environment Kit Design for Games: Dealing with curves on the Grid.

Image
Created curved walls.

Creating a Environment Kit Design for Games: Creating base objects

Watched video.

Creating a Environment Kit Design for Games: Planning space between modular assets

Watched Video

Creating a Environment Kit Design for Games: Working with back-facing polygons

Watched video

Creating a Environment Kit Design for Games: Modeling a simple modular pillar

Watched Video (He models a pillar, but it is more just an example for the grid system)

Creating a Environment Kit Design for Games: Modeling a simple modular wall unit

Image
Built a modular wall unit.

Creating a Environment Kit Design for Games: Modular Systems you can work with

Watched Video

Creating a Environment Kit Design for Games: Pivot placement

Image
Worked with moving the pivots.

Creating a Environment Kit Design for Games: Game engine scale vs. real-world Scale

Watched Video

Creating a Environment Kit Design for Games: Snap Settings

Watched Video

Creating a Environment Kit Design for Games: Setting up the grid

Watched Video

Creating a Environment Kit Design for Games: Setting up units in Max

Watched video.

Creating a Environment Kit Design for Games: Setting up the workspace

Watched video.

Game Art: Model and UV Map a Low Poly Character: Fixing the normal map issue

Image
Fixed the normal map issue.

Game Art: Model and UV Map a Low Poly Character: Baking out the normal maps

Image
Baked out the normal maps.

Game Art: Model and UV Map a Low Poly Character: Exporting the Model

Image
Exported the Meshes.

Game Art: Model and UV Map a Low Poly Character: Attaching the Mesh back together

Image
Attached all the models together.

Game Art: Model and UV Map a Low Poly Character: Unwrapping the Scoop

Image
Unwrapped the scoop.

Game Art: Model and UV Map a Low Poly Character: Refining the Scoop

Image
Added bottom to scoop.

Game Art: Model and UV Map a Low Poly Character: Creating the scoop base shape

Image
Created the base shape for the scoop.

Game Art: Model and UV Map a Low Poly Character: Unwrapping the connector

Image
Unwrapped the connector.

Game Art: Model and UV Map a Low Poly Character: Creating the Piston Connect

Image
Created the connection piece

Game Art: Model and UV Map a Low Poly Character: Mapping the Piston

Image
UV Mapped the piston.

Game Art: Model and UV Map a Low Poly Character: Building the Piston

Image
Build the piston.

Game Art: Model and UV Map a Low Poly Character: Unwrapping the support arm

Image
Unwrapped the arm.

Game Art: Model and UV Map a Low Poly Character: Detiling the end of the arm.

Image
Finished up modeling the arm.

Game Art: Model and UV Map a Low Poly Character: Creating the support arm

Image
Created the beginning support arm.

Game Art: Model and UV Map a Low Poly Character: UV mapping the support

Image
UV mapped the support.

Game Art: Model and UV Map a Low Poly Character: Creating the Piston Support

Image
Created the piston support

Game Art: Model and UV Map a Low Poly Character: Unwrapping the Head

Image
Unwrapped the Head.

Game Art: Model and UV Map a Low Poly Character: Detailing the Shape

Image
Finished up modeling the head.

Game Art: Model and UV Map a Low Poly Character: Creating the Eye Sockets

Image
Created the Eye Socket

Game Art: Model and UV Map a Low Poly Character: Modeling the Head Shape

Image
Modeled the basic head shape.

Game Art: Model and UV Map a Low Poly Character: Unwrapping the Tracks

Image
Unwrapped the Tracks.