Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: A nice 3/4 perspective full body render of my character. There was no other project in my beginning modeling classes which taught me more about 3D than this character assignment. I knew exactly how I wanted the model to look from my 2D concept work, but the challenge lay in translating those ideas into three dimensions. While not perfect, I am pretty satisfied with the end result and look forward to designing many more 3D characters. I do plan on revamping 3D Gilon here when I do an animation with him and want to add realistic cloth and hair on top of getting a few kinks out of the model and textures.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: A zoomed in render of the previous shot. Some of the small details in the face texturing as well as the character's outfit can be seen a bit better here. I had a lot of fun matching the 3D model to my 2D artwork once I got the hang of things design wise.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: An overhead shot of Gilon on top of a circular stand. This render is taken from a scene in which I prepared the 3D model for a tabletop spin which is simply a quick, looping movie which shows a slow turnaround of the model. It's a great way to demonstrate the level of detail and overall structure of a finished model to onlookers.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: A front render of 3D Gilon here. As far as physique goes, not only did I make sure I textured the body correctly in terms of shadows and highlights, but I also tried my best to model out the musculature to ensure the model would realistically react to real world lighting within Max.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: A close up render of Gilon's face. Seeing as how I had a tight poly limit (which is more of an issue when dealing with 3D models for games and not animated movies) I had to cut back in certain areas. One of those areas affected was the hair of the character which I simply modeled out from a few polygons. Ultra realistic hair which reacts to wind and movement is something that is starting to become a reality for next generation game consoles but isn't here yet. That's one of the reasons why for this project we couldn't go above a few thousand polygons total. A realistic and animated head of hair can easily approach and exceed that number.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: A side shot of the character's head. Here the texturing on the face is nicely visible (the area I spent the most time on) as well as the detail work of the sword (which looks a lot more fleshed out than it is).
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: A side render of my character. Here some of the detail work on the skin and cloak can be seen. The outfit insignia is a reworked logo I had designed in the past for my brother's website, and the tattoo is one of the very few details I added to the model which were not present in the original 2D concept work. If you look closely you can see that the veins on the arms are there as well.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: A close up render of the torso. The physique work is more evident in this render than in the others. I spent a lot of time to ensure that the character was built just as the 2D version is.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: Another side render of Gilon.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: A back view of the character. The cloak was a piece which also took a significant amount of time in terms of construction and texturing. An important tip in texturing is to get enough detail into each and every map but also to not overdo it. Too much detail can also be a distration to the viewer.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: Another 3/4 perspective render of the model. Here I once again used a skylight to illuminate the scene.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: Just a fun little render which shows the fully modeled, textured, and lit model fading off into the wireframe skeleton.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: A wireframe render which showcases the amount of detail put into the 3D model of Gilon.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: A wireframe render which showcases the amount of detail put into the 3D model of Gilon.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: A wireframe render which showcases the amount of detail put into the 3D model of Gilon.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: A wireframe render which showcases the amount of detail put into the 3D model of Gilon.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: A wireframe render which showcases the amount of detail put into the 3D model of Gilon.
Completed on: 12/14/2005
Medium: 3D Studio Max 7
Info: A wireframe render which showcases the amount of detail put into the 3D model of Gilon's sword.