I know I’ve been quiet lately, just been doing some self-regression :P
Thanks to Mixed3D for the 3D scan!
-Mark

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I know I’ve been quiet lately, just been doing some self-regression :P
Thanks to Mixed3D for the 3D scan!
-Mark
You are absolutely talented! I love your Nintendo 64/Dreamcast and Playstation works. Keep up the great work! C:
Thanks! Happy that you enjoy them; I certainly enjoy making them. :]
On a related note, A few people have expressed interest in using/playing with my models: I will begin uploading them to creative crash starting in December. (Is one of the reasons why I will be taking a needed break from my almost-daily modeling)
darkzide121 reblogged your photoset: Hellsing(manga/anime): Alucard This took much...
Wow, that is a really good model, really light, whats your secret with the coat?
I'm not sure what you mean by "secret", so I'll break it down:
Modeling: The coat is apart of the same mesh as his torso/upper body; the head/hair/hat, short sleeves, long sleeves ,wrists, hands, are seperate mesh from the coat/torso.
Rigging: To get the coat to deform as I wanted, I used 25 joints, (could have probably used less, but the deformation of coat would not be as articulate?
Texturing: I used a simple toon shader in maya with 3 duplicate textures: one default colors, and the other 2 darker and solid black respectively, I renders as such based on the lighting (the light is moving around the model in the turn-around).
I hope I answered your question somewhere in there :]
This is not its default pose, just to show the edge-flow with the respective joints
i love your work, im a big fan of low-poly 3d. Do you ever put your files anywhere for download? also i would love to hear about your process (expecially texturing)
Thanks! As for giving my models away, I do intend to upload the models, the rigs however are not very user friendly to anyone other than myself; would require redoing for most of them. I will certainly make a post about it when I start uploading them.
As for my process:
Step 1: The Planning
My mindset is usually flows like this “Ok, what can I make that would be fun to do, as fast as I can, as low poly as I can, and still like the character?” You can say I treat them like sketches: Fast, quick, and imperfect. I usually model stuff off of recent games, movies, cartoons, or anything I’ve recently played/watched. 50% of the time, I decide what to make the day its posted, due to changing my mind a lot…
Step 2: Modeling and Rigging (using Sora as an example)
I generally try to keep whatever I model around 500 tris, and no more than 1000 tris, but I break that rule should the silhouette/profile of the character need it. “Low as possible” is what I stick to at this point. Most of the models I do have 4 sided arms and legs, six sided bodies. Sometimes hands with fingers, sometimes nubs; head and hair detail can vary depending on the style I want.
The rig I use is custom made and I do reuse it when possible especially if I plan to animate it, as making a good animation rig from scratch can be time consuming. I did a short youtube video for it here.
Step 3: Texturing
Texturing can usually take the longest depending on how detailed I intend get with it. I do most at 128 x 128 pixels, and scale down to 64 or 32 if need be. I use Photoshop, using layers to designate different colors, cloths, designs, skins, shades and tones, etc as needed; no secret to it: I just draw the way I want it to look, going pixel by pixel if I have to.
Step 5: Rendering and Animation
I don’t always animate everything I model, but when I do, I usually constrain myself to 2-3 seconds working as 12 frames per second, so I can get it done and not get carried away. Animation simply takes time.
I do render my models so they can be posted. I use default settings in maya and a simple ambient light just so the model will not be in darkness. The rest is as you see it posted
Hope that wasn’t too long winded :]
Friday the 13th 64: Jason Voorhees
View HERE at Sketchfab
Fake Game Description: As Jason, the player seeks out annoying teenagers roaming in and around the Camp Crystal Lake area. Armed with a machete by default, the game was too easy claimed most beta testers, due to the player being all but invincible (only weakness was drowning, but that could be easily avoided: don't go near water) and the teenagers putt up little resistance. Also, there was no real win condition; you just kept killing until you decided to stop playing and only to beat the previous high score. The game was canned...
-The Regressor
P.S. I blame the "Friday the 13th" marathon that was on SyFy all day yesterday and today...
P.S.S. Going to start a new series of models next week, either from a big game coming out soon or cartoon that has just started its 2nd season...
_____________________________________
Accepting commissions: starting at $15! More info here
Software used: Autodesk Maya 2009, Photoshop CS4, After Effects CS4 Made while watching: The Friday the 13th marathon on SyFy
Pokemon Fusion 64: Psychu
Other Fusions: Electrfree, Ash and Misty, Rhytle, Omaysaur, maroizard View HERE at Sketchfab
Something I've been wanting to do for a little while and finally made time for it. Been awhile since i played a Pokemon game (skipped the entire DS generations), so Pokemon X/Y will surly be full of surprises for me :]
-The Regressor
P.S. Time for me to break out of my humanoid-only modeling, so should get some good practice with a few fusions. Might do one or two of these a week up to the release of X/Y, and maybe even model a few of the new Pokemon in low poly form should I have the time for it... _____________________________________
Accepting commissions: starting at $15! More info here
Software used: Autodesk Maya 2009- Modeling and animation Photoshop CS4: Textures After Effects CS4: Gifs Made while watching: Transformers Prime
Sugar Rush Contest Commission-2nd Place: Fiffinella Lilly for poplilly4009
View HERE at Sketchfab
The other of the 2nd place winner of the Children of the Candy Carn Contest, poplilly4009 submitted a Fiffinella character, a female gremlin inspired by those of Roald Dahl.
Submitted reference can be found at poplilly's dA here
-The Regressor
P.S. Congratulations again to everyone that participated. There will be more contests in the future. Next week, though, will be back to my standard regressions though...
_____________________________________
Accepting commissions: starting at $15! More info here
Software used:
Autodesk Maya 2009- Modeling and animation Photoshop CS4: Textures After Effects CS4: Gifs Made while watching: Twinheaded Shark Attack, Sharknado, Ghost Shark
Sugar Rush Contest Commission-2nd Place: Caelum Corpit for tumblingduckscout
View HERE at Sketchfab
One of the 2nd place winners for the Children of the Candy Carn Contest that was concluded last week. Tumblingduckscout submitted an original troll character from Homestuck for the commission, so here you go :]
-The Regressor
_____________________________________
Accepting commissions: starting at $15! More info here
Software used:
Autodesk Maya 2009- Modeling and animation Photoshop CS4: Textures After Effects CS4: Gifs Made while watching: Star Trek The Next Generation