My render assignment. This is something I somewhat struggle with. Mainly due to not really being able to easily navigate with my lights. I was going for a warm and comforting vibe with this render.
Dust particles added in post processing.

seen from United States

seen from Brazil
seen from United States
seen from Bolivia

seen from United States

seen from France
seen from Venezuela
seen from Netherlands
seen from United States
seen from United States
seen from United States
seen from United States
seen from France
seen from United States
seen from United States
seen from Spain
seen from Türkiye

seen from India
seen from United States
seen from United States
My render assignment. This is something I somewhat struggle with. Mainly due to not really being able to easily navigate with my lights. I was going for a warm and comforting vibe with this render.
Dust particles added in post processing.
Our task for this week was to create poses for models we downloaded then try to link some of them to form an animation.
“Ummmm..... Not listening!”
“Hmmmm!”
“Eureka!”
“Wait...Huh?”
A rig I created for a low poly male model. We created joints for to allow the character to have bendable points then created ik chains so we could move the limbs using curves
My retopology of a high poly head. In order to make zbrush sculpts usable in a game environment, we have to retopologise it to make the polycount reasonable. Edge flow is important to make sure the model animates well. I concentrated most of the edge loops around the most moved parts of the face(eyes, mouth crease, lips)
My poly modelled key. I started by modelling only half of the key then mirroring it to save time. After that I extruded any other areas I needed for asymmetry.