Week 1: Make A Critter
Make a small creature that should be based on something real and existing, not something made up, or fantastical. It should look as if it belongs in the same world as the reference images we have provided below.
Specifications:
500 Triangles - 256x256 texture - Diffuse/Color Map ONLY
Images that need submitting for review:
• Reference Sheets from Various Angles
• Anatomy Study (If Possible)
• Wireframe Orthographic Front/Back/Side
• Wireframe ¾ Perspective Front/Back
• UV Unwrap Layout
• Front/Side/Back Geometry with 20x20 Checkerboard
• ¾ Front/Back of Ambient Occlusion
• PSD Layer Setup
• ¾ Front/Back Final Render
Additional Notes:
• Shader Setup:
•100% Self Illumination -
• No Filtering
• Ambient Occlusion:
• Maya
http://www.game-artist.net/forums/spotlight-articles/1317-tutorial-ambient-occlusion-maya-alchemist101.html
• 3DS Max
http://www.eddybrown.co.uk/blog/baking-ambient-occlusion/
• PSD Layer Setup:
- Ambient Occlusion Layer – Normal
- Shadow Layer – Normal
- Highlight Layer – Normal
- Base Colours – Normal
Final Rendering should include (bare minimum):
Ground plane
Gradient Background
Examples:
More Examples:
http://pioroberson.com/modelpages/info_spellborn2.htm
Replies
If progress then, here have a monkey
He's not welded yet because I'm still sorting out the UVs. He's at 492 tris right now.
I made an Otter! Rocking 492 tris.
Mr. Squidle is adorable! More of your classmates should post too!
Starting this weekend I'm going to follow along with week one (in between 2d figure studies for Haz's course) by making a frog.
Looks awesome!
Definitely want more of the students to post.
http://sarankanart.blogspot.co.uk/2012/06/act-1-bootcamp.html
If someone wouldn't mind posting/messaging me a good guide for those sorts of things then I invite them to please do so! I've looked on the Wiki and searched a bit on the forums but considering the amount of times people mention "renders" there is a lot to dig through. :P
So far, these all look really cool. I don't know what I want to do yet.
the shadow on the bottom seems a bit strong, but I love the head. well done
Sparr's post reminded me that I had taken the time to make a little Betta Fish model in the likeness of my buddy Pockets [a betta fish], who kept me company all year until his death in the early spring. So I fixed the model up and textured him.
The original critter I made for this assignment was this otter, who after messing with some render settings I think I got it to come out right.
So with some experimenting I've set its ambient color to white, which seems to have a similar effect (Get rid of any shadows not painted/AO'd on).
I can't just screenshot the viewport because for some reason the viewport renderer makes the fins or body fully transparent unless I render them.
From that point I followed the AO tutorial that was posted in the thread, setting the AO map in photoshop the way Jacque said to do it and this was my result:
I think they're talking about rendering it out, rather than a screengrab of the viewport.
Thanks, but this just seems to make my model/texture pure white and glowing.
So I loaded the texture into the incandescence field instead, and that seemed to work except that it doesn't allow the alphas to work properly.
Yeah, this is what I ended up doing.
Yay for learning the hard way! :P
WIP turtle, 270 tri, 256^2 texture
http://p3d.in/qnXB6/shadeless
Ahah, looks great. Just one thing to point out:
Squid, like cuttlefish, have eight arms arranged in pairs and two, usually longer, tentacles.
And that's why they are Decapodiformes ("10 feet/arms")
But remember only 2 are large and the other 8 are shorter (could save some polys there - probably not enough though).
Cheers
Can you tell me what this "Summer Bootcamp" is? can anyone join it? do you just give us challenges to help us improve or what?