Hey polycounters, I decided to make a sketchbook thread to throw up some of my past and recent work, maybe get some feedback, network, whatever.
I have a BFA in traditional animation, but have been in a bit of a rut since graduation, so I haven't done much of that in a good while, unfortunately. For the past year and a half, or so, I have been exploring and self-teaching the world of 3D, and have a love for the low-poly aesthetic. I've been building something of a low-poly portfolio both for animated shorts and game assets, but it's pretty undeveloped currently as I'm not terribly confident in my skills.
The transition from traditional animation to 3D animation has been difficult, and 3ds Max hasn't been very kind to me (I find Maya's modeling tools to be... lacking), but I love modelling in it.
Lately, I have been trying to put together a fairly simple game by myself using Unity, but I have no programming background, so it is also a big learning process for me. I've been a regular of 4chan's /vg/ board's Amateur Game Development General (/agdg/) for a good couple of years, so you can be sure to find me there.
At any rate, I'm hoping this will help motivate me to keep up on this thread and continue practicing.
I also post most of my work and progress on a tumblr I made for my game: manabuttdev.tumblr
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The flats for one of the mage schools, they're pretty awful.
A quick mock-up to get an idea of stage scale.
Progress shots of building the stage platforms. First time doing any sort of environmental modelling/texturing.
Icons for choosing your mage school:
A WIP of the first iteration cast animation, and the final product. I don't care for it much, so it will be replaced eventually.
The topology is really bad and not at all optimal for anything.
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and the quick and sloppy sketch that inspired the model:
http://i.imgur.com/OGyTtdQ.jpg
Over the next week or so I'm going to try to dig up some older low-poly 3D projects I've done, as I will need to anyway to put together a demo reel of them. Most of them have videos on my vimeo channel if anyone feels like digging through them.
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Crit on the Mana Burn cast animation - I know you said you'll redo it, but that boob jiggle is pretty excessive.
Thanks, man! It apparently got chosen for a sketchfab staff pick yesterday, which is pretty neat.
The cast animation definitely has too much boob jiggle. I assume you mean the first one posted, which was a WIP. The one underneath it with all four colors casting has a toned down jiggle. But 3ds max likes to interpolate key frames and even after getting rid of all of the interpolation, they're still sliding all over the place. My next mission is to learn maya, and adapt to the modeling tools, which probably won't be easy or fun.
I spent most of today slamming my face into my keyboard trying to hackney together some simple html and update my personal portfolio site. There isn't much up there yet, but here it is: hsnelson.com
And here's a comparison of the updated, denser mesh vs. the original. The topology is still pretty garbage, but it works, for the most part with what I'm doing.
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Also, she's a bit of an otaku, so her's is the first model I've been more creative with the eyes.
This one is for a low-poly jousting sim:
And I made a sort of coloring book for myself, so that I can rapidly prototype color patterns.
And as a bonus, have a few gifs of 3ds max's ridiculous default horse CAT animation: