Hi All, Its been a while since my last post. I haven't been working on the swordmaster lately, I think I needed a break. But I plan to finish the final textures this week.

In the meantime to keep my interest up, i've started two new projects.

One I'm box modelling a base mesh to then scuplt as my first ZBrush try.

The other i'm modelling a Mustang in 3DS Max.

I wanted to try some hard surface modelling to get some practice with hard edges and working with NURMS and Turbo Smooth.

Heres is image of the starting mesh.

OK i've now completed textures for most of the body and some small armor parts.

I found the texturing of skin easier than the armor, especially the kneepads, which i'm not entirely happy with. I will take a lot more care when I texture the shoulder piece as that is a big focus on the character.

So whats left...

The right arm and shouler armor and a belt and a couple of straps, so I'm very nearly done.

There is also some work to be done on the seams as they dont blend very well in some areas.

Here are a couple of renders.

Swordmaster - Body Textured / Front

Swordmaster - Body Textured / Back
I've now finished the texture for the torso UVWs, i'm finding blending the seams tricky, but its starting to look like a finished product now.

I'll now move on and texture the pants and legs.

Here is a render of the textured head and torso.

Swordmaster - Head/Torso Textured

Hi All,

Well I have started on the texturing for my swordmaster, I can tell you that this has been the most challenging part so far, probably because I've never done it before. I also found it very rewarding when getting to the final product though.

I've completed texturing the head, which i'm sure will be one of the most difficult parts of the model.

Using UVW Map and UVW Unwrap I created a template for the head and ears, I then took the template into Photoshop and created the texture.

I found that I needed to go back and forth from viewing the texture on the model to make sure the texture was mapped accurately, I also adjusted the UVW Coords in some places.

I'm quite happy with the end result considering i'm not very skilled in Photoshop and created the entire texture from scratch.

Swordmaster - Unwrapped UVW

Swordmaster - Photoshop Texture

Swordmaster - Mapped and Rendered
The modelling of the swordmaster is now complete.

I added some detail to the model in the way of armor, I havn't added any hair yet, as I might make him a helmet. But for now its onto UVW Unwrapping.

Overall I'm quite happy with the finished model.

I think the face topology could do with some improvement as well as the arms.

Heres two shots of the final model.

Hi All,

I haven't post an update for a while. I've started on the clothing and armor for my swordmaster. I've also added some sub-object materials to give it a bit more depth and help identify the different pieces.

Its getting there, but I'm getting slightly less interested in it for some reason. Hopefully some texturing soon.

Swordmaster - Basic Armor Completed
Tonight I completed the arms and most of the hands of the swordmaster.

I'm not entirely happy with the shape of the arms but I will tweek it a little more later.

I found using the non-uniform scale was much faster than moving individual vertices while creating the arms, I will try use this method more in the future.

I also still need to shape the hands some more and complete the thumbs, then the base model should be complete :) :)

Swordmaster - Arms/Hands (minus thumbs)

Hi All,

Swordmaster is coming along nicely. I've now completed the torso and legs and feet.

I found a few issues with the topology around the ankles but I think it worked out of in the end.

I'm now wondering how High-Poly models are created...I think so investigation is needed.

I hope to finish the arms later this week, then I will move onto creating some armor.

Swordmaster - Torso / Legs
I've started working on my first full character project. The Swordmaster, based on a tutorial by Seong-wha Jeong from 3d Total

So far I have completed the head and shoulders and its been great going. Modelling a head for the second time it was a lot quicker and easier.

I've been learning a lot more about vertex welding and ring/loop selection.

This is a low-poly model but I might try add more detail down the track or maybe even try for some animation.

Here is the progress thus far.

Swordmaster - Head/Shoulders

I've spent the last day or so reading a bit about materials (3ds max bible) I think I have found my way around the material editor fairly well, but making realistic materials and maps seems to be a whole other challenge onto itself.

In the effort of keeping my posting fresh and updated i've posted the viking helmet with some materials applied.

Using a multi/subobject material, I threw in a few bump maps on the horns and helmet base to try and give it a more textured effect.

Here is another render, i call this one 'Disco Viking'

The past couple of nights I have been working on modelling a Viking Helmet.

I've been using the new 'Ribbon' tool bar in Max 2010. (Although it feels like everything is new to me)

I like the tool bar better than the stardard parameter rollouts I think.

The helmet was modelled starting with a box with spherify applied, then symmetry.

I especially loved using the 'extrude along path' method of creating the horns! Very quick!

I also learned something very helpful!! Scene Hold! 'Ctrl+H' to Hold 'Ctrl+Alt+H' recover!

Helmet #1

Helmet #2 - This has a little bit of distortion near the base of the horns.

Yay I finished modelling my head. Well, by finished meaning I spent enough time on it and was ready to move on.

Here is the finished model, with TurboSmooth modifier applied.

I wanted to post some of the images that have given me recent inspiration, although I am years off creating work as good as these images, they are still a goal and something to work towards.

I also need to mention the 3D Total forums, which are just pumping 24-7 with amazing posts from 3D artist across the globe.
I'll link the forum posts so you can see the artists names etc.

Hyena Master
by Mahmmoud SALAH

Sky Captain by Dong Won Yang
Ok so i've been working on the low-poly head some more.

I've now completed the mouth and eyes, I'm happy with the mouth, but the area around the eyes was tricky and again I think I have too many edges. I've getting better and using the contraints when adjusting vertices, but its very tricky when things get crowded.

I'll keep pushing on.

So i've decided to have a crack the modelling a low-ploy head/face. Again I will be following a tutorial but I will try give it a bit of my own 'flavor' where possible.

I've started with a box and using vertex maniuplation moulded the basic head shape. Using many of the edge tools such as 'cut' and 'connect' I began creating additional polys for the nose. I found that I ended up with way to many edges and polys but slowly worked at it and removed what I didnt need. (Lots of patience was needed)

Must alway remember to keep to four-sided polys whenever possible.

So now the head has a nose...

Low Poly Head with Nose

I have been making my way through the supplied 3DS Max tutorials for Modelling.

I figure modelling is a good base to start with and it was also what I remembered most about from all the years ago.

I've definately got the hang of driving around the viewports, the two basic models below probably took me about 4-5 hours in total to complete. I find myself being a little bit fussy which is maybe holding be back a little bit. I'm trying to perfectly position every vertex, which is not really nessacary with these low-poly models. There are so many tools and options, it is very overwhelming. But I think I am getting the hang of vertex and edge manipulation.

Knight Chess Piece
Built with a spine cage and the Symmetry modifier.

P38 Fighter Plane
Modelled using transformed primitives, bend modifier used on the wings.
I was happy how this one turned out.

Welcome Reader,

My goal with this blog is to record my experiences while learning the endlessly challenging world of 3D Art.

I first became interested in all things 3D when I was about 15 and I would spend hours designing levels for the 1st person shooter game 'Doom'.

I then went on to study Computer Science and Multimedia at the University of South Australia. There learned many different skills in IT from programming to database design, photoshop, Flash, Director and 3D Studio Max.

For my 4th year honours project I created my own OpenGL 3D gaming engine using C++ and models created in 3D Studio.

After graduating I started my career in the IT industry and as software consultant and have been in similar roles for the past 7 years. I am now part owner of a successful software company.

Up until 6 months ago I had not even looked at 3D Design application, but after looking at some of my old university work I quickly found my inspiration to get back my lost skills and hopefully grow them further.

I have started making my way through various tutorials in AutoDesk 3DS 2010 (formally 3ds max). I am hoping by recording my work and thoughts in this blogg it will help me retain more information as I learn.

I look forward to anyones comments, especially anyone who has a passion for 3D art and design.

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