This blog will cover my W.I.P. of: graphic design, 3D, digital coloring, character design, and animatics just to name a few. These are methods that I’ve learned, picked up or stumbled upon throughout my career. They are, by no means, the only way of achieving these results.

Thursday, February 19, 2009

Robo Cop 3


Poly count
Overall:
9952
Robo: 9432
Gun: 520

So I finally built the gun and optimized Robo. I’ll probably be able to get rid of a few more polys after I merge the two halves of Robo.


I actually built the gun as a medium poly cage first. I'll go back to both the medium res versions of the gun and Robo and continue with additional edge-looping and add a (turbo in max) smooth. Depending on how it goes I may try a bump-to-normal map conversion for the gun. Now, onto UV unwrapping. How fun.

Tuesday, February 10, 2009

Robo Cop 2


Here's the lower half and legs of Robo. I still have to go back and add a neck piece and take care of the head. Once I get rid of those extra polys, I'll know what I have to play with: Either adding more polys or deleting some. Probably the latter.

Friday, February 6, 2009

Robo Cop 1

I’m creating this character model using 3ds Max. My initial plan was to do a high res version of Robo, but I decided to make a next gen game model instead. So I’m limiting myself to somewhere between 8500 and 10000 polys. As you may have noticed in the screen shot; I have alraedy past that mark, since I started off doing a high res version. I'll correct this. Also, the total poly-count will possibly include his gun. If anyone knows, I believe any main accessory (his gun) needs to be included in the poly-count, right? I’m debating on if I will modify his right leg to be able to open for gun storage like in the movies.

Here you can see the head and upper body. Since the head was started as a high poly model, it shows polys inside the helmet created with a shell modifier. I’ll go in a remove the excess polys.