anyway, here is my latest venture. I wanted to get into charactor rigging and animation. This is my first real attempt at making something organic like a person or animal.
It’s not complete yet, but figured I’d share it. I’m still working on the head in a seperate file, which will later get imported in.
This is a very low poly character model with a meshsmooth modifier subdivided at 3. Didn’t turn out as bad as I thought it would but the hands deffinitly need more detail as the meshsmooth kind of made them look funny.
here is the low poly model
here is the same thing with a mesh smooth modifier applied
A side view rendering with a raytracer material applied with 3 light sources(works well to help see misplaced faces and such to ensure a smooth contour)
I messed with blender real briefly, but after learning 3ds (which is a hell of a learning curve) I just didn’t care for the tools/interface. I’m sure once you got used to it though, it’s probably a decent program.
I’ve seen some pretty amazing work done in blender
Here is a recent rendering I did. I was playing around with the new version of Vray rendering plugin in 3DsMAX 9 with the vista patch. I was experimenting with different materials and depth of field post processing along with light emitting objects
1680X1050 wallpaper if anyone wants to use it. Looks much much better than mental ray IMO. Love the caustics generation.
Early render of the headstock. Trying to figure out how to get the strings to have their wrapping. Pretty cool stuff, haven’t done any SW renders before.
have you played with mudbox yet? Here is a a Troll I started in ZBrush, same concept as mudbox… WIP, not happy with the texture yet and the face still needs some more work.