365 Hard-Surface Models (Day 13-14)

January 14th, 2012 No comments

Yet another double model post. Wasn’t feeling great yesterday and decided to skip it and just do 2 of them today.

Day 13 is some sort of rivet or socket thing:

Day 14 is a metallic plating or cap piece:

Yay for kitbashable nurnies! (translation: I get excited about odds and ends)

365 Hard-Surface Models (Day 11-12)

January 12th, 2012 No comments

*cough* Well, I somehow missed yesterday’s model, so I am just extending the model from Day 10 to be a truncated modular set. Might add more pieces later, but for now, this will do.

The curved piece looks slightly funky despite it being a perfect curve.. *shrug*

365 Hard-Surface Models (Day 10)

January 11th, 2012 No comments

I was finally able to fit in some more detail on this one. Also, I included an animated GIF stepping through my modeling process. Fun, huh?

Workflow:

365 Hard-Surface Models (Day 9)

January 10th, 2012 No comments

Well, I keep finishing these things way too late so I skimp on some detailing, but you get the general idea. Electrical switch box.

365 Hard-Surface Models (Day 8)

January 9th, 2012 No comments

I have always had this bizarre love for hubcaps. They remind me of futuristic jet engine exhausts. So here is one of many I am likely to post. 100% quads, all one mesh, no floating geo. There is a satisfying feeling from creating a smooth mesh without floating geo. I raise my arms in triumph.

To better illustrate what is going on here, since some of you have asked, I updated this post with the unsmoothed wire:

The smoothed mesh is a NURBS model (I think 3ds Max calls it NURMS though). Non-Uniform Recursive B-Spline. Think of bezier curves or, better yet if you’ve used them, b-splines. Take 3 points, make a 90 degree angle out of them. A b-spline takes the angle, averages the distance and turns it into a curve. Manipulating those angles will give you a smooth curve, however you desire, with less underlaying geometry.

I know I forgot the bolt sockets. Didn’t have the time to add them.

365 Hard-Surface Models (Day 7)

January 8th, 2012 No comments

A little late again, but it’s not a strict deadline. It’s only 30 mins after midnight. Going back to the mechanical stuff here. I do love machinery.

365 Hard-Surface Models (Day 6)

January 6th, 2012 No comments

Somewhat of a re-post. I took the same theme from Day 4 and sculpted it in Mudbox instead of ZBrush. The end result was much better, and makes me wish ZB had a tool similar to the ‘Scrape’ tool in Mudbox. Quite a shame, really. It’s really the only primary advantage that I feel Mudbox has over ZB. Anyway:

365 Hard-Surface Models (Day 5)

January 6th, 2012 No comments

Some sort of tech panel. I’d add more detail but I am exhausted today. Nice return from the monstrosity of yesterdays… whatever the hell it is.

I’m also going to be changing my routine here starting Monday. One model a day is way too much strain on my sanity. So I will be changing it to one model a week. That way, I can still keep to the commitment, but at a more sane, pace. Or maybe I just need to model simpler stuff :P

365 Hard-Surface Models (Day 4)

January 5th, 2012 1 comment

Ok, so It’s a couple minutes past midnight, but who cares. Right. First attempt at a zbrush model. Meh. Here go:

This was supposed to be a crystal formation, but turned out looking like solidified poo. Or something. Need more zbrush experience before trying again.

365 Hard-Surface Models (Day 3)

January 3rd, 2012 No comments

Bahaha posted it with 1 minute to spare! I win. Model done by request. Batman ring.