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 :).

Saturday, 22 November 2014

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:








Thursday, 9 October 2014

Dead Space Sniper Rifle - Post 2

This is the latest version of the guns design, it's not quite the last I don't think, but a considerable improvement. I changed the grips and stock entirely and added a few extras like the scope, pods on the side, the under barrel laser assault battery and what will be "the spiny thing with lights on it".

The scope is not quite finished, the bit you look into is undecided how it will look.

the pods were inspired by the weapons from district 9, they don't quite look right on the gun at the moment but I will try them on the 3D model in various places and see how it goes.

The fore grip is a tricky bit, I have an idea in my head how I want it to look but I can't do it on Illustrator. I'll keep trying to find the shapes though.

the stock is another tricky bit, It could be that this current shape will look fine in 3D because of shading and different angles, but I still don't like it very much.

I really like the rear grip, it's as perfect as I can imagine it, it only needs some kind of trigger guard to be finished.


Any feedback you can give would be very appreciated, what you like and dislike about it, don't worry about upsetting me, it may well be something I agree on but need a nudge to do something about it. like the stock, should I change it again?