Tuesday, October 8, 2013

Oct 8 - Dynamics test

15 mins modeling, 5 mins assigning materials, 3 mins setting dynamics, 1h30mins render at 480p

Monday, October 7, 2013

Oct 6 - Softbody Cloth simulation

this took FOREVER
Modo's soft body simulation is definitely not up to par with say Softimage. It took A LOT of tweaking to get to this point. It feels like I could have modeled the cloth in the time it took to compute and figure out. I hope there will be an update when bullet physics 3 comes out (and gets integrated) with some better explanation and a proven process.

Sunday, October 6, 2013

Oct 5 - 40mm Grenade

The materials are supposed to look like turned anodized metal. I think I'm headed in the right direction, a mixture of brushed texture and anisotropy ought to be the trick once I figure it out. I had a really hard time with having the graphics work. With reflective materials, the diffuse amount is usually 0, so having a texture layer set to diffuse color isn't going to do anything.

Oct 4 - Ikea Bowl

Applying anisotropy. I have no idea why the bottom brushed surface is so wonky in its anisotropic reflections. I did a bottom up UV projection for the image map that drives the effect.

Oct 3 - Anisotropic reflections

This took WAY too much time to figure out. It has a lot of issues still, doesn't quite look like the shapes were turned/milled, but at least I now know the basics of setting an anisotropic map. I may revisit this once I understand UVs better, as the problems seems to come from a bad UV/Geometry relationship.

Saturday, October 5, 2013

Oct 2 - Ghost in the Shell: Arise Tachikoma

I saw pictures of this little fella from the Tokyo game show, the 1/2 scale model they built is wicked cool!!

Thursday, October 3, 2013

Sept 30 - Guitar Finger Strength Trainer

This was lying around on my desk, and I couldn't find anything else I felt like modeling. Warning: texture failure

Wednesday, October 2, 2013

Sept 29 - Fausto Grenade

Fausto DeMartini is a SAVAGE! Three hours for a sketch model grenade!! This is what I got in roughly the same time. Booleans, baby! The rounded edge shader option is a HUGE help here.
The wiry bits are render curves i obtained quick and clean by making some polys, beveling them, then selecting a row of verts, make curve, set to render curves, adjust width in RayGL, and voila!
My maerials suck, but hey.. I'm still learning modeling techniques and haven't gone deep into the materials and shader tree options yet.

Tuesday, October 1, 2013

Sept 28 - Igarashi Snowmobile Drone

Blast from the past, An Igarashi Study. I'm cheating to make up for lost days I suppose, but this is something I haven't shown anywhere. This originally took something like three weeks full time to get to this point. The daily limit is much more fun.

Sept 27 - Screw

I think I might have to manage my expectation on how perfectly I can model a screw or spiraling poly loops. It's an anti-quad proposition. Done form a youtube tutorial.

Sept 26 - Energy Saver Bulb

Sept 25 - lightbulb

I got the ick on Wednesday... migranes and hot/cold sweats and nausea. But in art center fashion, that's no excuse. I'll be updating 2 entries a day to make up for the lost days.