Currently in 3D modeling and had previously reflected progress on my work with improving career skills, I write this blog now to compare my work with other advanced 3D modeling artists and theirs. The one's work I founded really interesting was from Sam Hollick. He used several modeling softwares such as 3ds Max and Maya to create and render his work. One example I pulled out from his portfolio was a robot he created. He did not put a title or described fully of his technique he used, but it gave me an idea as I observed closer in his masterpiece. I really paid close attention to the detailing such as the wiring and shape of each limb of the robot. The close details he made not only grabbed my attention, but it shows good accuracy and appropriateness. It gives the feel of a more like real-natural appearance than a cartoon option. I will begin to use more reference image and plan to add more details to my work just like his. My work sample that is similar the robot and to some of his other pieces of digital art would be my chest pieces I made from a previous project in DDA. The Knight for example, had close up details which represented good accuracy; compared to the real life chest piece. Features such as smoothing out the edges, creating an animal-like natural head shape, and including a mane to make it look like a horse at a perspective when you look at it. We both modeled our work on 3ds Max as well. For my chest pieces, using the reference image was a good start, since you cannot determine its natural form of itself. In the end, it would give a less accurate result.
Summary;
Link to artist's portfolio; samhollick.wordpress.com/2010/10/06/3d-portfolio-gallery-061010/ Other source; www.pluralsight.com/blog/film-games/four-tips-modeling-reference
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AuthorHello! I'm Andrew-Nguyen. I'll be posting and reflecting of what I will learn in Game art design of 2018-19. Stay tuned for more soon!! Archives
June 2019
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Last Updated by 5/24/19
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