Showing posts with label Modeling. Show all posts
Showing posts with label Modeling. Show all posts

Monday, November 26, 2018

Mass Effect 3 Prop - M-27 Scimitar - High-Poly Model

Alright, yes, an other Mass Effect weapon replica. The foamboard pistol we had made for my boyfriend was good at the time but now it's a little dated, so I'm going to 3d print this badass shotgun instead (with LEDs, of course)
3ds Max (Modeling)
ZBrush (Render)

Thursday, October 4, 2018

Mass Effect 3 Prop - Black Widow - High-Poly Model

First actual official 3D commission, I'm excited. A friend of mine (MNC Props) called on my skills to model and print the famous Black Widow sniper rifle from Mass Effect 3 for his Legion cosplay. It will be printed to 1:1 scale on my Ender 3 after the next pass of modeling which will determine how the prop will be cut. It'll be my biggest print by far!

3ds Max (modeling)
ZBrush (rendering)

Mass Effect 3 Prop - M-5 Phalanx - High-Poly Model

So, I,ve been working on something big these past months, hence the gap in posts. I'm making a prop for my sister's Kasumi cosplay from Mass Effect 3, the M-5 Phalanx! During this projects, I've discovered a love for smoothing-groups-based turbosmoothing and booleans. I've now printed it on my Ender 3 and it's going to have trigger-operated LEDs and will be able to be disassembled to access its circuits and battery. I'm having a blast on this project. Images of the printed prop coming soon. 
3ds Max (modeling)
ZBrush (rendering)

Tuesday, July 17, 2018

Mass Effect 3 Prop - Phantom Weapons - High Poly 3D Printable Model

Decided to use my left-over Comic Con hype to make a new props: Monomolecular Blade and Palm Blaster Cerberus Phantoms use is Mass Effect 3. I found the in-game model and used that as reference to make my high-poly printing-friendly versions. It took 5 days of lunch breaks and late nights. Let's say that I'm eager to print it... myself ;)
In-game model:
High-Poly Replica:
Wireframes:
Printable:
3ds Max

Sunday, June 10, 2018

Castle Story Art Stuff

Here's some of the stuff I worked on for Castle Story at Sauropod Studios. I worked on refreshing the look of the game and making all new assets with the art direction and designs of Germain Couet and animated by Marie-Pier Cadorette. It's so much fun to work on this game, especially because "Everything has to look like you can eat it" is the main directive for visuals. More stuff to come when the next updates will be released ;)

Friday, December 8, 2017

Castle Story - Bricktron Knight 3D Printing

Alright, so, after seeing my Dragon Bust project, my boss at Sauropod Studio tasked me with a side-project: making a figurine prototype of a Bricktron Knight from Castle Story (a character from the game we're working on). Original assets, textures and rigging by Germain Couet and Pose by Marie-Pier Cadorette. My job was to make a high-poly version of everything, re-sculpt the body and prepare the pieces for 3D printing. I made that high-poly version using a mix of hard-surface modeling for the Knight's gear, digital sculpting for the body and booleans to cut the pieces and insert plugs and holes for assembly. 
Figurine 360 on Sauropod Studios' Twitter
Link to the game on Steam:
http://store.steampowered.com/app/227860/Castle_Story/

Printed on a Form 2 at 50 microns by PH 3D Printing in Montreal, Canada:

ZBrush macros to hollow models by Ryan Kittleson:

Tuesday, October 31, 2017

Varanür v2 - Dragon Head 3D Printing Project - WIP 2 - Preparing the Pieces

Cut in pieces. It should stand 17cm tall when print on a Form 2 at 50 microns resolution (yeah, 50... microns... that's the diameter of a human hair, so I'm excited to see how precise that thing is). Since the Form 2 printer is comfortable with big files until around 1 million triangles, I did my best to optimize the density of the mesh so the outer surface is way more dense than the inner part.

Thursday, September 1, 2016

Defender - WIP 8: UVs

Damn, UVs were done so fast using Maya 2016's new Unfold system... it's pretty impressive.
Maya
Photoshop

Wednesday, August 31, 2016

Wednesday, August 3, 2016

Abstention - New Renders

New/better render of the 10 swords I made at call “Abstention”, which means Forbearance in french. Modeled in Maya and rendered with Pixar’s Renderman.


Maya
Photoshop
Renderman

Monday, November 2, 2015

Swords (WIP 14) RenderMan Tests 3

Playing around with materials again.

HDR images found on:
noemotionhdrs.net/
Maya - RenderMan
Photoshop