The Remover [image heavy]
Posted: 22 Sep 2016, 12:38
Howdy,
I've finally finished this piece I've been working for some time - for way too long, life and my short attention span kept interrupting me - and I thought I'd better share it here as well (posted it here) since it was almost completely made with Softimage. The model itself is obviously not finished, but for the illustration purpose it is. I'll try to come back to it and finish it, but chances are I won't, at least not in the near future.
It was mainly a Sub-D modeling exercise, no sculpting allowed, in order to master topology flow for creating animation friendly meshes. Whether I've reached that goal or not I'm not sure, but I'm certainly going to the "dark side" that is sculpting (Zbrush) for almost all purposes regarding modeling, since it offers such a tremendous advantage in the creation of a concept as well as detailing the model. Sub-D modeling still has its place - obviously for dealing with retopologized meshes but also I can't see myself using a sculpting package (as they currently are) for precisely positioning and placing certain parts when creating hard-surface models.
So I've used XSI for modeling and rigging (a simple skeleton really) and Photoshop for a few textures (bump and reflection roughness maps) and the creation of the "movie poster".
Rendered in Mentalray..............
I might take a whack at it in Mantra at some point.
Cheers!
I've finally finished this piece I've been working for some time - for way too long, life and my short attention span kept interrupting me - and I thought I'd better share it here as well (posted it here) since it was almost completely made with Softimage. The model itself is obviously not finished, but for the illustration purpose it is. I'll try to come back to it and finish it, but chances are I won't, at least not in the near future.
It was mainly a Sub-D modeling exercise, no sculpting allowed, in order to master topology flow for creating animation friendly meshes. Whether I've reached that goal or not I'm not sure, but I'm certainly going to the "dark side" that is sculpting (Zbrush) for almost all purposes regarding modeling, since it offers such a tremendous advantage in the creation of a concept as well as detailing the model. Sub-D modeling still has its place - obviously for dealing with retopologized meshes but also I can't see myself using a sculpting package (as they currently are) for precisely positioning and placing certain parts when creating hard-surface models.
So I've used XSI for modeling and rigging (a simple skeleton really) and Photoshop for a few textures (bump and reflection roughness maps) and the creation of the "movie poster".
Rendered in Mentalray..............
I might take a whack at it in Mantra at some point.
Cheers!