Showing posts with label modelling. Show all posts
Showing posts with label modelling. Show all posts
Tuesday, June 30, 2009
Wednesday, October 1, 2008
A quick update
A little something Malu05(the creator of that epic machinima tool) asked for...
Still very unfinished, of course.

Not really worth making a whole new post over...
Still very unfinished, of course.

Not really worth making a whole new post over...
Labels:
3d,
animation,
collaboration,
machinima,
Malu05,
Model Editing,
modelling,
WIP,
wow
Monday, July 7, 2008
Train again
Sure, Amanda Dean didn't credit me, but my horde train showed up on Wow Insider today- and not on Moviewatch either, surprisingly... The picture is of an earlier version, before I did the interior, the animation, or the final texturing.
EDIT: Thanks for the attribution, Moo^_^
EDIT: Thanks for the attribution, Moo^_^
Tuesday, June 24, 2008
Keep an eye out...
Needless to say, I'm excited about WWI- two of the entrants collaborated with me, and it was certainly an interesting experience. I also, indirectly, got to work with Caruu(who made my clip a lot better with his sound design), which was nice.
In addition to my more typical model editing and animation, this time I also did alogo for one of Soosdon's entries- Baron liked it, and I hope the FFVI fans in the judging will agree... ^_^

With the new contest coming and my crazy meatside situation, it looks like Succession might be delayed, but hopefully not for too long.
In addition to my more typical model editing and animation, this time I also did alogo for one of Soosdon's entries- Baron liked it, and I hope the FFVI fans in the judging will agree... ^_^

With the new contest coming and my crazy meatside situation, it looks like Succession might be delayed, but hopefully not for too long.
Labels:
3d,
animation,
baron soosdon,
blizzard,
collaboration,
contest,
madness,
Model Editing,
modelling,
reskin,
succession,
warcraft,
WIP,
wow,
wwi
Sunday, June 22, 2008
I blame Soosdon
Labels:
3d,
animation,
baron soosdon,
collaboration,
contest,
madness,
Model Editing,
modelling,
reskin,
warcraft,
WIP,
wow
Wednesday, March 19, 2008
Sunday, January 27, 2008
Azerothian Supervillains 5: Sneak peek
It's been a hectic month for me, working on my own upcoming machinima(previews soon), on my first commercial video editing job, as well as contributing to a couple other movie projects- in particular, Ian Beckman's excellent Azerothian Supervillains. Featuring some of WoW's biggest goon squad members as a rather campy set of supervillains scheming from within the Black Temple, it features ever improving animation and consistently excellent voice acting. Number five, potentially out as early as this week, is the most ambitious yet, and from the bits I've seen, I for one can't wait to see the rest!
Ian and I met in IRC(#machinima on quakenet- check it out!), and he asked what I could do about making a courtroom in wow. It was an interesting idea, and it was definitely a fun, if somewhat frustrating, experience.
My first attempt was to use a room model directly out of stormwind city- you might recognise the one I chose, the large building in the corner of the dwarven district. Looking at the model, though, revealed it to be horribly constructed, presumably due to automated optimization, and so I ended up modeling and texturing the entire room and a few of the objects from scratch, with the originals used as references. Most of the textures are edited version of wow standard ones.
Ian and I met in IRC(#machinima on quakenet- check it out!), and he asked what I could do about making a courtroom in wow. It was an interesting idea, and it was definitely a fun, if somewhat frustrating, experience.
My first attempt was to use a room model directly out of stormwind city- you might recognise the one I chose, the large building in the corner of the dwarven district. Looking at the model, though, revealed it to be horribly constructed, presumably due to automated optimization, and so I ended up modeling and texturing the entire room and a few of the objects from scratch, with the originals used as references. Most of the textures are edited version of wow standard ones.
Labels:
3d,
animation,
azerothian supervillains,
collaboration,
courtroom,
ian beckman,
illidan,
kael'thas,
machinima,
Model Editing,
modelling,
warcraft,
WIP,
wow
Saturday, December 1, 2007
Horde Train
It's still not finished, but this is the train from Robber Baron. It's hard to strike a balance between the wow style and still giving me the sort of look I want for the show.


The YouTube quality kinda sucks, but Stage6 has been giving me trouble.


The YouTube quality kinda sucks, but Stage6 has been giving me trouble.
Labels:
3d,
animation,
machinima,
Model Editing,
modelling,
robber baron,
train tracks
Sunday, November 11, 2007
Eyeballs
As much as I like the wow models, both for machinima and art, I still like to do some modelling of my own. For the first step to redesigning the WoW gnome model, I started with the eyes, which are basically two flat little circles on top of a flat face surface with an eye painted on it.
To start off with, I made a couple eyeballs, then drew out a couple sockets to fit. Currently I UV mapped them to match the original, though when I finish making my own head I'll probably be redoing that as well(If only to let me make an asymmetrical face). I tried to keep close to the proportions and style of the WOW gnome when I rebuilt the jaw and skull.

Here's a closeup. The eyeballs themselves clearly need a lot of work, and still lack eyelashes and stuff.

The original, for comparison.

Here's a WIP shot of the eye socket. For this version, I worked within the framework of the old head mesh, but I plan on redoing it to a greater extent after finishing the new mouth.

Eventually, I hope to have an entirely redone character model, and probably completely new textures as well. Not only will it look better, but it will be very good practice for my non warcraft stuff.
To start off with, I made a couple eyeballs, then drew out a couple sockets to fit. Currently I UV mapped them to match the original, though when I finish making my own head I'll probably be redoing that as well(If only to let me make an asymmetrical face). I tried to keep close to the proportions and style of the WOW gnome when I rebuilt the jaw and skull.

Here's a closeup. The eyeballs themselves clearly need a lot of work, and still lack eyelashes and stuff.

The original, for comparison.

Here's a WIP shot of the eye socket. For this version, I worked within the framework of the old head mesh, but I plan on redoing it to a greater extent after finishing the new mouth.

Eventually, I hope to have an entirely redone character model, and probably completely new textures as well. Not only will it look better, but it will be very good practice for my non warcraft stuff.
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