Modeling
Sword and Shield
Sword and Shield
The first project is a simple modeling exercise where the result is the model of a sword and a shield.
No texturing was required.
References
Different designs for greatswords that I based my model around. From left to right, top to bottom: the Great Knife from "Silent Hill 2", the Dragonslayer from "Berserk", and the Buster Sword from "Final Fantasy VII".
Sketches I drew in order to plan the design and topology.
For the appearance of the shield, I tried to create something that matched the design of the sword.
Process
Rough model of the sword, which was then refined with more edges, bevels, and details.
Rough model of the shield. The added details in the outer armor allowed for a smoother curve.
A deformer was used for the forward curve that affects the entire shield.
The finished models, sans any shaders.
Result
Snowmobile
For this exercise, I modeled a low poly snowmobile. Besides modeling, we also unwraped the UVs and created a handpainted texture for our vehicles.
Reference
"Ion-Snowmobile" by Lite. (Click the image to check the sketchfab page.)
I choose this model, uploaded to Sketchfab, as the one I would recreate.
Process
I started by using basic cubes and cylinders to measure the proportions of each part of the vehicle, and then started modeling the correct shape out of these simple meshes. I also only modeled one side, since I planned to mirror it when finished.
After the modeling was done, I applied the colors and unwrapped the UVs. Only after finishing this whole process I mirrored the mesh.
The unwrapped UVs and the image file used as the diffuse map, painted by hand in Photoshop.
Result
Ice Environment
Once again basing the model on a Sketchfav creation, I modeled a low poly scenario featuring penguins with weapons on icebergs. After completing the model, I uploaded it to Sketchfab, where I experimented with the site's post-processing effects.
Reference
"Cold pirates" by nonlly. (Click the image to check the sketchfab page.)
I chose this as the base for my scene.
Process
I started by creating the central iceberg. The original model also had a cavern containing hidden gold, but I decided to add a throne and a couple of swords as decoration. One of them was the greatsword from the first project, while the other was a model I had previously created as a personal project.
The sea water was done by layering three planes with slight transparency, just like the original model. I also modeled a symmetric penguin.
The other icebergs started as duplicates of the first one, but were modified into their own shapes. The big penguin, likewise, is a variation of the base penguin model. I swapped the ship in the original model for a narwhal.
Close-up of the big penguin, now with a halberd, as well as the King Penguin, in his ice throne.
Each penguin was furnished with individual equipment as well.
Small pieces of ice floating in the water, bigger waves, and the penguin riding the narwhal were the final touches to the model before it was exported to Sketchfab.
Result
Final look after post-processing in Sketchfab. Following feedback from classmates, I increased the saturation of the water and made the ice whiter. (Click the image to check the sketchfab page.)
Skeleton Knight
This was a bonus exercise of character modeling. Unfortunately, I did not have time to finish it.
Reference
"Skelly warrior" by KJKallio. (Click the image to check the sketchfab page.)
Process
I managed model the rib cage, the chest armor, belts and sword sheath. I started the skull, but couldn't finish it.
Chest
The final project of the modeling part of the course. Being tasked with modeling and texturing a chest, I created a design based on science fiction, as well as the classical RPG monster known as the mimic, which disguises itself as a treasure chest. The fusion of these two elements sounded quite interesting to me.
Besides modeling and texturing, I also created a very simple rig and animated a small scene introducing the chest. Unfortunately, due to technical problems, the renders are not yet finished. I will update this page as soon as the animation is finished.
References
For the mimic aspect of the chest, I liked the idea of giving it cylindrical, snake-like metal arms. The claws were heavily inspired by Marvel's Doctor Octopus.
Of the many reference images I saved while design the appearance of the chest, these were four ended up being the biggest influences. The placement of colors of the top left iamge, the lid visor of the top right, the details of the lid and the + sign of the bottom right. For the one in the bottom left, the way it opens up inspired the opening at the sides of my model from where the arms come out of.
References for the background. As a suggestion given by my teacher, I looked up Star Wars ship corridors. I found that the clean and futuristic design matched my model.
Process
The start of the modeling process. I created a lateral opening from where the arms extend.
Originally, I planned to have the arm start as a rectangle, and then become tentacle like starting from the elbow. I eventually decided that this was toop clunky, and made it a full metal tentacle with three claws at the end. I also modeled saws that come out of its mouth, much like a mimic's tongue.
The textures were created on Substance Painter, but instead of realistic materials, the goal was to create something that looked stylized and hand-drawn. To the right it is possible to see the rigged arm. Due to the simplicity of the model and the animation I had in mind, I didn't create bones for anything besides the arms. The rest of the model was parented directly to curves.
The chest posed inside the environment. The corridor surfacing was done on Substance Painter as well. As the enviroment was designed with the animation in mind, the model that was uploaded to Sketchfab is instead on a trophy-like platform.
Result
The finished model after slight post-processing in Sketchfab. (Click the image to check the sketchfab page.)
Animation
For the animation side of the course, I worked on a series of small game animations. The featured character is Samus Aran, from the Metroid franchise, and the artists who created this particular rig are Perry Leijten and Julien Desroy.
While the finished result is in the Demo Reel at the beginning of this page, bellow you can see a playblast of a couple of animations in stepped mode, created during the animation process.