Monday, February 16, 2015

Room Model

 This is the very first start of my room. The main floor area has the correct dimensions, as well as the height of the walls. The box is also where the bed goes and is to scale, a well as the door. At this point, I guess i forgot my room has a closet.

 This is my ceiling fan, which i made using a cylinder in the middle and some boxes for the blades. I also used a cylinder for the lights.
 Here is the large shelf in the corner of my room added.
 This is when I realize that the room I've lived in for nearly 12 years has a closet, so I went ahead and drew out the room with splines.
 after making the spline shape of the room, I extruded it to the proper height.

 This is the beginning of the main desk in my room, where I spend most of my time when I'm home.

 Here is the final design of my desk.
 And here it is placed in the room.
 I also have two wall-mounted shelves above my desk.
 These are some of the objects I have on my shelves. I keep the boxes of all the Razer products I own, as well as some of the better looking game boxes I have (which all happen to be Blizzard games.)
 I don't even know what the heck happened here.
 This was how I made a cord for my desk lamp. I made a circle, then selected the spline that I drew for the cord path, then used a loft modifier to make the spline take the shape of the circle spline.
 This is adjusting the size of the cord.
 Here is everything so far placed, as well as a couple boxes that are on my shelf.
 This is my closet setup that I have, which actually is a separate unit, not part of the wall.

 Now I begin the long process of texturing everything, adding bump maps, reflections and refractions, etc.

 I was having trouble with the first draft of my walls I made, so I re-did the walls each as their own boxes for easier texturing. I could have probably figured it out how it was, but this was just faster for me.
 Now adding textures to the desk
 My shelf, with wall textures, shelf textures, and box art.
 Starcraft 2 and Diablo 3, some great games I display on my shelf.
 This is the fan I have sitting in my room.

 This is a large amount of progress, mostly because I was working until 5am and forgot to take screenshots, but anyway you can see my poster of Metal Gear: Rising Revengeance, as well as my desk, fan, ceiling fan, papers on my desk, and my curtain.
here's my desk chair
Here is a quick render of it all.
 Re-working my desk here


 some final renders


Friday, January 30, 2015

3ds Max, Project 1

Just getting started with 3ds Max. These are simple shapes, which I moved around to stack on top of each other.


These are the guide pics I'll be using most of this project to make the mech.

Here is the first time I get to edit the different vertex points on a shape to change it's geometry.

Here I am making the basic cube shape I started with closer to the actual shape of the hull of the mech.

My first work with splines to model the helmet. Splines are useful for a shape like this, because it has lots of strange curves that are easy to replicate with splines.

Something went wrong here with overlapping vertex points, so I decided to restart. It worked the second time.



This is the finished head piece geometry, pre smoothing and detailing.

This is the head along with the body.

Now I am beginning on the pelvis part, Which I will make out of a simple box shape.

Here it is, close to the guide pic, if a little bit blockier than it should be. It will be smoothed later.

Now I am starting on the more complex arm pieces and joints.



Something went wayyyy wrong here, so I decided to just delete the piece and start over.

This is a more complex piece that will hold the telescoping guns of the mech.

Adding more arm pieces.

This is one arm, with guns, completed.

I then used the mirror tool to duplicate everything I'd done quickly.


Now I am beginning on the leg pieces. This one has some strange angles to it close to the pelvis. Here is also where i realized how much more helpful it is to work with three viewports on at once; they really let you get a feel where everything is.



More leg work.

Now, working on the foot.

This is making the upper leg piece a little closer to the guide by adding swift loops.

Moving the feet pieces around to the right positions.

Working in wire frame view can get kind of complicated, but is just as useful as it it is confusing.

Here is the mech with one leg finished, which I will mirror over lirke I did with the arm.

Here is the beginning of the jetpack.

And here is the completed jetpack.

Here's the mech, both arms and legs.

more views.


Here is the mech, after smoothing it down.

This is a glitch I kept running in to every time I would load my mech up to work on it. All of the pieces turn black and grey, and will disappear from view shortly after being selected. This could be a driver issue, or a 3ds Max issue. Either way, I was able to work around it by turning TurboSmooth on and off a few times until it stayed how it should.



Here is the mech, fully smoothed and modeled.

Here is a setup for the texturing.

These are the fully rendered mech. Unfortunately, I wasn't able to get the platform files to work, so I had to stop here.