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work in progress

Sketch — ZB — Head 2

An anthropormophic thing this time.   They’re fun to do, and I saw the sketch I did awhile ago for Tyler on the blog earlier so it got me to thinking.  Looked at the pic of a lab at the beginning for inspiration, then broke out my minimal anatomy skills to make it fun.  These are going to make me break out the anatomy books and review a bunch of muscles tomorrow when I’m drawing.  1h 12m.  Same base mesh (Arsh’s).   Gonna try a few of them over the course of this, but his is really snazzy, not a lot I’d do to improve it.

Sketch – ZB – Head 1

After seeing the 20 ZB heads that Rebecca has been bravely taking on (jumping into 3D must be annoying when you can already draw well >.<) I thought that might be a fun / good idea for me.  I’ve never actually done a series of heads like this before, and it went better then I expected.  It was a extraordinarily nice break from the very technical modeling that I’ve been on with the m32.

Left one is an hour and ten or fiften minutes, the right is another ten minutes more — after a 20 minute lunch break.  Not pleased with either version, nor am I much bothered.  Considering time away from organics it’s within expectations.

Sketch — Favour for Tyler

Another quick dog drawing. It was interesting to see how flash photography increases the degree of difficulty (fur really begs for light direction). Also the affect that humidty has on paper was disconcerting to adjust to, different graphite weights felt very different from one session to the next.

M32 / MGL 140 Scope Tweaks

I’ve shifted it over to an M32 instead of a MGL 140.  Very similar beast, but the ref for the M32 is a lot better, easier to read, etc.

The last tweaks are getting the Hellhound round modelled (yay for something that takes under 10 minutes), and a few tweaks to the scope.  They’re minor, but it’s enough that it could now function, which is a help to my peace of mind.  Onto low, maps, etc.

MGL 140 — First Edits

EQ, at Polycount, suggested a relook at the rails, and I redid the front section to more aptly fit the latest ref.  That was a big lesson on this one — I wound up with ref from different generations of the gun and it was low enough res stuff that it was constantly confusing.  Once I got that high res from the latest guns things really flew.

MGL 140 — HP

I didn’t get started on the high poly until this weekend, but I have been making solid progress since then.  Learned a ton, and was stunned at how much detail there is in this gun — I picked it because it looked simple and was a real world rocket launcher after all ;)

(xvid format, 1.1mb)

I need to get some more detail on the back of the scope and do a bit of general cleanup there.  There are a couple smoothing errors, hopefully small enough to be beneath notice, or something I can flatten when I see what comes out in the maps.  Anything else that you folks notice I’d appreciate knowing about :)

FPS Weapon: Initial Sketch

Interesting contest over at Polycount for FPS weapons going on.  I realized that I can’t remember modeling a gun before, so this seems like a good chance to nail one down with some input.

Sketched out the geometry:

From here I expect to be able to lay in all the high poly pieces to those locations, and then do the low poly.  Should be a tiny bit of learning, and a good prop piece in the end.

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