Beyond Arms Reach – Modelling and Texturing

With university being finished for myself, and a end to my trail account of Substance painter 2 running short, I was quite pleased to see Substance Painter 2018 on sale on Steam. After some internal debating, I quickly purchased it and have been messing around with it trying to learn some of the little details … Continue reading Beyond Arms Reach – Modelling and Texturing

Advertisements

Beyond Arm’s Reach – Modelling Work

As part of my final year of University, we were told to group up and create a game over the course of the whole year. For us, we figured out almost as the second year ended who we were going to work with. This gave us a good few months head start on the planning … Continue reading Beyond Arm’s Reach – Modelling Work

A wise man once said – Physical Based Rendering

That wise man was promptly asked what the heck he was talking about. The desription in my head was literally what rendering is. Making an object be rendered like it is made from a real material, but surely thats what you want to aim for when trying to recreate something Needless to say the wise … Continue reading A wise man once said – Physical Based Rendering

Advance Modelling Techniques – UV Maps and Rigging – Summer Work

As part of some client work I took part in over the summer, I was tasked with creating a few characters for a game idea for someone. This involved creating multiple characters that would be in used in a game engine for the persons final game idea. Below is the outliner for the main character, … Continue reading Advance Modelling Techniques – UV Maps and Rigging – Summer Work

Com 632 Advance Modelling and Animation

For the beginning of this assignment, we were given a base mesh for a character to work with and were told to edit them to look like ourselves. For this, a photo session was held with a turntable where pictures were taken at 90 degree angles for references.   Thus far in the design process … Continue reading Com 632 Advance Modelling and Animation