Showing posts with label Luxion Keyshot. Show all posts
Showing posts with label Luxion Keyshot. Show all posts

Monday, April 7, 2014

Week 12 Update

Keyshot Render
Clay Render
Wireframe
After some critiques updated the mesh and rendered the puppies one more time.

Saturday, April 5, 2014

Week 12 Challenge

Keyshot Render
3ds Max Clay Render
Wireframe
Barely finished this week's concept but going to see if I can try to render the following several challenges differently, maybe even render in engine as practice. Had to render the wireframe multiple times since parts of the mesh would have the push modifier applied to it instead of the wireframe; this went on for far longer than I'd like so decided to say forget it and leave it as it is now.

Saturday, March 15, 2014

Week 9 Update

Keyshot Render
Smooth and Unsmoothed Wires
I updated the model based off some critiques with my proportions versus the original reference image.

Monday, March 10, 2014

Wednesday, March 5, 2014

Week 8 Hard Surface Challenge

Keyshot Render
Smooth Clay Render
Unsmoothed Clay Render
Managed to finish week 8's assignment earlier than before. Soon will be starting up another challenge: the monthly noob environment challenge on Polycount, I have been itching to do a big scene again and looks like my calling has come.

Saturday, March 1, 2014

Week 7 Hard Surface Challenge

Keyshot Render

Smooth Wire Render
Managed to get this piece to this point and it was incredibly challenging. First time I've made something like this and learned a tremendous amount while modeling it. At some point if I have time I will try to make an asset game ready.

Friday, February 21, 2014

Still The Week 6 Challenge

Keyshot Render
Smooth and Unsmoothed Mesh
Holy balls the detailing took the life outta me today. It is now blade three of five modeled out and possibly a two more!

Wednesday, February 19, 2014

Daggerville

Rendered in Keyshot
Sickle Blade
Smooth and Unsmoothed Mesh
Decided to model another one of the blades from the series of concepts available for Week 6. Planning to work on a third as I have the next few days off at least.

Week 6 Hard Surface Challenge

Rendered in Keyshot
Rendered in Keyshot
Smooth and Unsmoothed Mesh
I missed doing week 5's challenge but to make up for it will do another blade concept!

Sunday, February 9, 2014

Week 4 Hardsurface Polycount Challenge

Rendered in Keyshot 4
3ds Max Clay Render
Smoothed and Unsmoothed Mesh
This whole week I have been far too busy but barely finished the 4th week in the challenge in time for the next one to be available. If I get some free time during the week I may come back to one of these and get it texture ready, if not, well there are always the other personal projects I have taken a break from that seek attention and to wrap up. (The Substance Designer project namely.)

Saturday, February 1, 2014

Week 1 Hard Surface Challenge

Rendered in Keyshot
3ds Max Clay Render
Smooth and Unsmoothed
This part of the Weekly Hard Surface Challenge was actually week 1's assignment but decided to work on this one because of how complex the shape was. Quite a challenging piece.

Wednesday, January 29, 2014

Week 3 Hard Surface Challenge

3DS Max render.
Rendered in Keyshot
Smooth and Unsmoothed Wireframes
I think this challenge will be something I plan to do for the foreseeable future!

Saturday, January 25, 2014

Weekly Hard Surface Challenge

Rendered in 3ds Max 2012
Rendered in Keyshot 3.3
As part of the weekly challenge, stayed up with a few guys doing this challenge from Polycount and had a great time and some laughs. Onto the next challenge!

Tuesday, December 10, 2013

Railroad Handcar

Rendered in Keyshot
Took a model from the Fleeting Memory environment and gave it the Keyshot treatment. This particular model will also be the first in a series of forays into Substance Designer; figured go small first to learn the program before applying it to a whole environment.

Monday, November 25, 2013

Freelance Projects

I've been given permission to show some of the projects I've worked on and will post them below. Various 3D concept pitches to big companies and didn't want to clog up my portfolio site with. I am unable to obtain the final renders for these sets of images but these were close to the finished concepts done over a 4 day period. This project was the first time I had touched Cinema 4D and after the first hour of learning the basic layout of the UI found it to be elegant in the way it renders and will check it again in the future.

Modeled in 3DS Max, Rendered in Cinema 4D
Modeled in 3DS Max, Rendered in Cinema 4D
Modeled in 3DS Max, Rendered in Cinema 4D

Modeled in 3ds Max, Rendered in Keyshot
This last image was made for a large corporation as a concept design for a similar function to the other vending machines. I had to remove the logos and slightly change the look from what it was in the end by request.

These pieces were a bit of a challenge as I had to use inches and measure out much of my modeling with the Measure Distance to something that could realistically be found in a large department store or mall.

Saturday, October 19, 2013

Bu Bot Family

Rendered in Keyshot
Based on a Jake Parker robot illustration, who by the way dig many of his robot designs, and finished modeling out today. Whenever I finish modeling the high poly of another Jake Parker robot I will return to the Bu Bots and rig then animate 'em as a side project.

Wednesday, October 16, 2013

Updates, Keyshot, and Daleks

Rendered in Keyshot
Finally, I have created an official website for my work. Now, this blog can be made into just a dump for artwork not worthy enough to be put on the portfolio, real reason is the limited space available with a free account under CarbonMade.

I'd like to take this chance to post up some experiments with Keyshot. This was the first time I've tried assigning multiple material IDs and so far has worked. Tried out several materials from the massive library and stayed in the brass metal category, with a few exceptions like rubber, frosted glass, red glass, and some steel materials.

Eventually I'll try adding textures on top of the materials to see what effects I can get. My main goal is to make models where I can utilize both the high and low poly meshes; this is causing me to be more considerate of how I model a high poly and to try making the low first, unwrap, then create a high from that. That'll be the next model though, but, the idea is there somewhere along the way.

Also, worked on this Dalek in celebration of the 50th anniversary approaching next month, love to see some old faces again.

Sunday, July 14, 2013

High Poly Rapier

Rendered in Keyshot
Rendered in Keyshot
Made this over the weekend as a test to see how far I've come in modeling something simple and playing with the idea of 70% plain and 30% with detail.