So in the last post, I had completed the base mesh for the new design, and had UV Mapped the mesh for future texture work. Now I’ll be taking that mesh into Mudbox to do detail sculpting. The short version of what Mudbox does, is it allows a modeler to increase the polygon/vertices count of a mesh into the millions without the heavy draw on memory that usually happens in rendering software. Upping the count into the millions will essentiallyRead More→
So I’ve been working on various aspects of DIVERSE for a while now, and to this day I hadn’t been happy with the design of the main character. Not on a basic design level you understand, Dylan Banks did a fantastic job on the original design, but on how the character had translated into a 3D mesh, which was my doing. So the purpose of this, still ongoing project, has been to rework the 3D implementation of the Aidan design, as wellRead More→
A low poly (Quake3-Era) Character Model of Liara T’Soni as seen in the Mass Effect series © Bioware and EA. This was my final project that earned me an Associates of Applied Science in Simulation and Game Design. It also earned a Staff Pick from Sketchfab.com. A live 3D Model can be viewed below: Liara T’Soni by Patrick Barnhardt on Sketchfab
So I am having to rush to finish this, as it will be my final project before I get my AAS in Simulation and Game Design, and it is due in 2 days.
I made a Claptrap model and textured him in 3 days for my texturing class. This was the first time I ever did an entire model on one UVmap too, so that was interesting. Unfinished Texture File: ClapTrap by Patrick Barnhardt on Sketchfab