Thursday 5 February 2015

Physics!

I did this today in class as part of a quick course in using 3ds max physics settings.


edit: Yuck, you tube quality! I just made an account on Vimeo, now I can upload HD quality videos for my show reals and anything else for my blog, I just can't embed it.

Same video, better quality: Ball falls apart (As good as when I rendered it anyway, 1080p for future videos from now on)

Monday 19 January 2015

Dragon dagger - post 1

Just for fun I started making this dagger about a week or two ago, haven't worked on it much since, but I'll get around to finishing it eventually.

I did a couple of renders, the second is more recent


This is the dagger it is based on.

Sunday 14 December 2014

Dead Space Sniper Rifle - Post 6

Had you going there with that last post didn't I? ;P

I found the gun in my auto back folder and was able to continue as usual.
Thank thy lord and savior, Gaben is love, Gaben is life.


Sunday 7 December 2014

Demon Sculpt + quick horns tutorial

I made this yesterday, tweaked it a little this morning. I made it because I found an awesome way to make horns. It is still a work in progress though, I have not done the eyes or any proper texturing and I would like to make some armor for him.

The head is a heavily tweaked demohead tool, I will in my next creative buzz try to make a head from scratch, wish me luck on that.

If you would like to try to replicate this result, you can follow these steps below:

Draw in a "helix 3D_1" and open the "initialize" subtab in the tools tab.

In this tab, use these settings:

Use a coverage of around 1.5

Make the thickness it's highest at one end and near lowest at the other. (after doing this I advise not using the very lowest for a more realistic sharpness on the final horn).

Change the twist graph so that the first point is about 1 grid space up, leave the other point where it is. (if the groves in the final result aren't as deep as you want them, turn this up a little more.

change SDivide to the highest and LDivide to around 25.

This will give you the same sort of shape property's I had. Now just make PolyMesh3D in the top subtab of the tooltab. Then use DynaMesh at a resolution of about 32, use this low resolution for an imperfect bumpy result, now subdivide for a smooth finish.

To get the fine groves you will need to do it manually, I recommend using a brush with low intensity (about 12), smallish size (53 is about right) and an alpha like 59,60 and 61.

If these instructions are a bit to difficult to follow, let me know and I can make a video to give you more clear instructions. Or if you found it helpful, good let me know :).

Thursday 20 November 2014

Dead Space Sniper Rifle - Post 4

A friend in class helped me set up mental ray rendering, it's a rendering engine in 3ds max that makes your model look like real life on your computer screen, we didn't get it quite photo realistic yet but close enough for now. It just needs a few tweaks, a good scratched up texture and it will look great.


 side view

Ejection port lookin' fine as

 first person view, if nothing else this is a great site to behold
lens, not sure I like this as much as the last setup, the reflection is great but I want the green tint back

Saturday 15 November 2014

Dead Space Sniper Rifle - Post 3

I've been working on the model for some time now, I have almost finished the mesh but have a few thing to clean up and add, next week (Thursday) I will start unwrapping and then texturing the model.

It's so high poly, that it's going to be a ball ache to unwrap, but that's my own fault and I have to deal with it some how, I may have to cheat and use a auto unwrapping software for some parts.

note: the blurry texture is actually a noise layer, it's used for the grip to give it that rough finish. I will give components with this issue new material profiles later on.

here are some screenshots: