So here it is. The Neuspotter, what a strange name. Indeed I'm not finished whit that model, it needs a little bit of light & steam and a better background image, but I wanted to be fast and so I publish it before I get lazy.. honestly I'm never lazy, but before I get busy with other stuff...
Showing posts with label Maschienenkrieger. Show all posts
Showing posts with label Maschienenkrieger. Show all posts
Thursday, November 4, 2010
Thursday, December 3, 2009
Wednesday, December 2, 2009
Kröte comming!
Finally after 1 year pause in this project I had time to do the texturing, just seconds before I found my self in another huge project I finished some shoots. Here is the first one. Thanks C.E. Hayes for some background shoot, really had a problem finding good HD footage.
PS: This was my first model create with Modo. Texture and rendering done in Modo.
PS: This was my first model create with Modo. Texture and rendering done in Modo.
Wednesday, August 19, 2009
Making of Falke II
More detail on the modeling process.
When modeling Sub-D, I follow a concept that I call 3-edge-corner. Where 3 edges define a relative sharp beveled corner. More edges make it sharper, less softer.
The gab was modeled by slicing the geometry first, then bevel the edge to get 3 segemented polygons followed by an extrude of the middle section.
Of course that sounds too easy. Large Polygons can be tricky, so I try not subdivide the basis first before cutting gabs into it. Anyhow, I'm quite old fashioned and try to avoid to many polygons. Maybe it's part of the fun too.
Here you see more complex corner. As you see corners can look different. I matters how the adjoining polygons look like.
This one is really hard to master and you still see that the final result is not perfect. Anyhow I had no time to dig into this small detail whit more subdivision iterations. In the end it can look much more interesting if the surface isn't so perfect smooth. Well, and in the end the model got a lot dirt and scratches, so it became invisible.

Hope that the images can teach a little bit about what I do in detail.
When modeling Sub-D, I follow a concept that I call 3-edge-corner. Where 3 edges define a relative sharp beveled corner. More edges make it sharper, less softer.
The gab was modeled by slicing the geometry first, then bevel the edge to get 3 segemented polygons followed by an extrude of the middle section.

Here you see more complex corner. As you see corners can look different. I matters how the adjoining polygons look like.



Making of Falke
Ma. K. Falke
3d model from the maschinenkrieger 'falke' plastic set.
This set was a fantastic occasion to do a 3d model entirely in Modo, using sub.div surfaces, uv-maping, painting and the render output. The background of the model was found using Google. Once I get a chance to fly through the dessert with a jet plane I will do my own footage. :p
I'll try to do a making-off on the next model, but hey I'm happy to get time off work to do some personal stuff anyhow.




This set was a fantastic occasion to do a 3d model entirely in Modo, using sub.div surfaces, uv-maping, painting and the render output. The background of the model was found using Google. Once I get a chance to fly through the dessert with a jet plane I will do my own footage. :p
I'll try to do a making-off on the next model, but hey I'm happy to get time off work to do some personal stuff anyhow.




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