Wednesday 4 May 2011

It's the final blogpost! (do do do do!)

"The final countdown~!"

These are my final combined renders:






It's been an intresting semester... Well, til next year! :)

- Ceren

Tuesday 3 May 2011

The YuseiGo

Yes, the "YuseiGo" duel-wheel is finished! Some lovely final renders:





It's finally coming to an end! I'll be uploading my combined images soon. Still trying to find the best way to place them all. The end product is suppose to be an image that conveys a story...

Friday 29 April 2011

YUUUUSEIIIII!




In all his textured glory!!

It's true what they say though; the better your UV map, the easier and more precise your textures will be.

Saturday 23 April 2011

Overdue Concept Sketches

Just as the title says, here are some really late concept sketches I'd done awhile ago for my environment and character:Going to try work on my character today, and hopefully get back to that bike afterwards!

Thursday 21 April 2011

Character Modelling - Modelled!

Someone put up on facebook there's only 18 days left until Maya submissions (why is it a week earlier than everything else?! In the pun-loving words of me and Eilis: KEN you FEEEEl the tension!?") so that sort of put things back in perspective. Going to try and focus on UV Mapping Yusei here then jump back to the abandoned motorbike model I started back in early February. Eep.

Some finished shots of him:






Here's some personal favourites from the Eilis/Ceren Ken Fee-pun bank:

"Haha I'm sorry your a total Feeeeeeeeeeeeeeeeelure."
"
I KEN the FEE who don't know how to Maya!"
"
I get the FEEling you might be confused. You KEN?"
"Pass 3D production or FEEL the wrath of the HadouKEEEEN"
"Your so FEEble minded Ceren. When you see my 3D stuff your going to be awestruKEN."

Hi Ken! :)

Monday 18 April 2011

Environment - Done!

Yesss, I've finally finished it. I won't lie, had abit of fun making, finding and editing textures. As for the UV's, I really gave it my best shot, but I think they're really fragile or flimsy, too scared to even merge all the seperate objects incase something goes wrong. Floating windows and doors it is then. Had problems with the lighting on it so the plan was to put in an ambient light to act as a sun, buuut, it wasn't enough so there are two imaginary suns now.




I think I've stayed pretty true to my original concept. I know I'm doing it in the wrong order, but I'll post up some more finalish environment concept pieces as soon as I can, I've just not had time to scan them in.

Character modelling, gogogo!

Saturday 16 April 2011

I Heart Alpha Mapping

Haven't updated in a long time just cause I'm struggling through Mayayayaing. I've left my character for alittle to try and finish off my environment. It's not super fancy, but I'm hoping the textures will bring it to life and add abit of story in there.

I hit the poly count far too easily with this one just because I made a really (unnesseary but cool) fence pattern, which boosted my measley 1000 poly environment to a whooping 6000. I spent so much time and effort into making it I didn't want to delete it all, so I only deleted one face, and alpha mapped the pattern on a face, bringing me down under 5000 again.


I've grown really attached to idea of Alpha mapping and even used it on my windows. It's also gotten me used to multitasking between Photoshop and Maya. The window bars:


Hope to get all the UV's and Textures in for the environment today (I UV and Texture as I go along, just makes it easier to focus on one thing at a time) so it'll be one less thing on my mind.