Portfolio Piece 3 - Mitsubishi Lancer Evolution IX

Portfolio Piece 3 - Mitsubishi Lancer Evolution IX

This is a model I've wanted to do for a while and felt now is the time to do it after alot of improvement in my modelling skills over the last academic year. Not only is it my favourite car, it is a custom version, borrowing many different after-market parts including the; bumpers, side-skirts, rims, hood, racing seats, roll-cage and graphics. All of which have come from a verrry extensive range of reference images.


Final Render.


Wireframe Construction.


Work In Progress (WIP) up until my first 'test' render.


A few extra close-ups. As you can see the calliper is probably over-detailed at this point, but has potential to be a small portfolio piece on it's own with a little work.

This project is by far my most advanced and high-poly model so far and I am aware will obviously have some imperfections and problems I may have not noticed. Originally this was meant to be rendered in VRay with a background and HDMI Map for some very appealing and advanced reflections/materials to present. Unfortunately, for several days, I had some significant problems with this with regarding lighting and sampling issues which ended up with all of the renders looking much like this:


 

Portfolio Piece 2 - New York Subway Interior Scene

Portfolio Piece 2 - New York Subway Interior Scene

This piece allowed me to experiment with texture packs and different maps (as opposed to the other pieces) and tested my creativity and attention to detail of an 'everyday' scene. With the odd wear and tear, graffiti and littering, this scene shows the everyday use and neglect of public transport systems in today's society. 

Maybe we would expect it to look even more cluttered and vandalised, being part of one of america's most densely-populated cities, with hundreds, maybe even thousands of people using this train everyday. Luckily, nowadays they are better kept than they were 20-30 years ago, where you would expect the whole train to look like a tagged-up garbage truck.


 Final Render (Please note: I used a semi-transparent opacity map for the windows) This meant, the diffuse did not show very well so instead I decided to add the background in photoshop. Here is the image I used.


Wireframe Construction (no skylight due to it being too dark)


Texture Map 1: Walls and windows


Texture Map 2: Seats, Roof, Vents, Hold Handles and Ceiling Lights.


Texture Map 3: Doors


Texture Map 4: Floor

 

Portfolio Piece 1 - Security Embassy Office Scene

Portfolio Piece 1 - Security Embassy Office Scene

Inspired by stealth-based games like Splinter Cell and Metal Gear Solid, this low-key scene suggests a kidnapping of a secret agent has occurred, likely by a skilled special operative infiltrator. The spilled coffee and tipped chair also suggest there was a struggle. Where did he come from? Where did he leave? You decide for yourselves.



 Final Render.



Wire-frame Construction.

This exercise allowed me to experiment with different lighting set-ups and tones to achieve appealing light rays/reflections. Also using emmisive maps to add depth to the reflective surface of the desk. Most of the materials are Arch and Design materials, some of which use stock textures as provided as part of the renderer (such as the desk and brushed metal surfaces)


 

Week 21 Drill - UV and Texture of Wagon Model

Before I begin, I would like to apologise for this being posted several weeks late as the work from a few of my last couple of drills has unfortunately been lost due to a corrupt memory stick. Luckily this was found elsewhere (by accident). Here are the UVs and what I managed to do in class on the texture of the Wooden Wagon model as provided:


The UVs have been appropriately stacked and allows the texture to appropriately display on the components of the model with correct pixel density. Unfortunately the model was also lost so I cannot display it here.




 

Week 20 - Subway Interior Scene Workflow Update

This week, I tested out a few textured, UV'd much more of the scene and got some basic colouring and texturing started. I'm finding it very difficult to work out how the panels of the train are connected and where the seams are suppose to flow but I am confident it will get there sooner or later.

I am hoping to get alot more texturing complete my next week. Here is how it looks now:


 

WEEK 19 - SUBWAY INTERIOR WORKFLOW UPDATE




Here are a few updated as regards to the modelling of the scene, as final details are taking form and an understanding of the shape of the the train and it's components from the reference images I have used are in better style than before. I currently have a good plan for how I want it to look in the end.


As far as the texturing is coming along...I have added lot's of detail to the subway doors textures on all maps.
 

Week 16 Drill - UV Layout Character Model

We has 45 minutes to unwrap a low poly character model in Headus UV Layout. Everything went okay apart from the hands of which I made the cut along the wrong line, making it very difficult to flatten. Also, I accidentally cut a seam into the front of the 'pants' instead of the rear. Here is the result:




 

Week 16 - Headus UV Layout - UV Unwrap of Building

After attempting to unwrap the building model we as a class have been working on for several weeks in UV Layout, I saved out the UVs and fit them all in one sheet in Max.


They do need some rearrangement and tidying, however this just shows how well you can UV in such a simple program. I definatly believe this is far better for more organic objects, such as characters however. Many of the more complicated objects, like pipes proved to be extremely difficult at times and as you can see the results are not perfect. I will practice this program throughout the future as I think it will be very useful.


 

Week 16 - Subway Interior Workflow Update

This week I decided to work on my texturing skills before I continue work on my scene, as much of it relies on hand-painted details and blocking out of colours which was my main weakness. I followed the Industrial Door Texture tutorial on 3D Motive and after many hours I thoroughly learned the process and produced this:



I still had a little time left over to try these techniques out myself to create a tileable floor for the subway.




This week I will be texturing at least one of the wall panels and adding some more props and details to the scene. Please note the lights are temporarily point lights until I have textured the lights and ceiling with an emissive map. 
 

Week 15 - Subway Interior Workflow Update

This week I decided to test my assets out in UDK and begin texturing the doors.

UPDATE: Here is a Marmoset render after making specular, gloss, normal and alpha maps. I am still trying to get translucency to work in the windows, but at the moment this is looking very pretty.


Here is the textured door(s), of which you can see has a reflection from the windows implemented into the diffuse channel. This will only be temporary, as I am going to attempt to make a reflection map for the window alone, unless this method proves not to be as good. A specular and normal is also yet to be done. I can't wait to see the final results. My reference image is here: http://www.curlious.com/wp-content/uploads/2012/07/IMG_1584.jpg


A quick render of the modelling and newly textured doors in Max. Nothing new has been modelled this week.



I have only blocked things out so far, with only a few issues with the pivot-point of the objects and a strange artifact as you can see on the far wall. The lighting is only rough as I intend to make an emissive map for the lights on the ceiling as my primary light source.






 

Week 14 - Subway Interior Workflow Update

This week I decided to continue work on my second portfolio piece and change the workflow around a little bit. I've decided to present this in UDK so I am making the scene from modular panels which vary in shape, such as the window/door panels. Then or course some additional assets have been/will be modelled, such as the doors themselves and the seats etc. Also, my grid has been setup to power of 2 UDK units for precise placement in the engine.



 

Week 13 Drill - Building Model

This time we had to produce a model in under 45 mins. After that 45 mins my save was recorded and this is what it looked like so far...



After taking it home and finishing it (with one or 2 inaccuracies) It ended up looking like this. (the left one) As you can see my topology is fairly clean however there are some tweaks to be made before I could consider this final.


 

Week 13 Drill 1 - More Sketches

Here are 2 unfinished drawings as part of this weeks inclass drill. Unfortunately they are incomplete due the timeframe given during class, however the rest of the drawings can be left to the imagination, with plenty of evidence to suggest what is happening in the scene.