Jul 132014
 

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Been remiss on posting updates to the T’Varo model. I’ve actually finished the modeling and UVs at this point and am now on to texturing.

May 22:

May 26:

June 5:

June 7:

June 8:

June 11:

June 14: Modeling finished!

July 5: UVs finished!

Today:

Impaneled

 Posted by at 00:56  No Responses »
Mar 122014
 

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Been slowly plinking away at the underside hull paneling. The topology doesn’t at all match the location of the panel lines, which makes cutting them in that much more tedious and slow, but I finally had enough done that I thought it’d be worth sharing.

She’s got teeth!

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Mar 072014
 

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Not a lot of progress to show for the last three days, but been plugging away all the same. More panels and weapon ports!


The weapon ports aren’t terribly detailed at the moment, which I’m giving very serious thought to remedying.

Etching away

 Posted by at 21:35  No Responses »
Mar 032014
 

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Haven’t made a lot of progress of late, on account of being first busy and then sick! I was completely out of commission yesterday; spent the entire day whimpering in bed until it was time for the Bruins game, for which I finally staggered downstairs and promptly re-bundled myself on the couch. At least we won! Thank goodness for my wife and dog, both of whom helped nurse me back to health. I’m not totally better, but I was well-enough to work-from-home today and then spend the evening modeling. I’ve only broken out into a few cold sweats this evening!

Right, anyway, here’s the new bit! Etching some paneling into the weapon module. I spent far too much time on making the geometry ultra-clean here, rebuilding ugly bevels and polishing up polygons that you probably won’t ever get close enough to notice.

Freeze!

 Posted by at 00:13  No Responses »
Feb 282014
 

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Fixed the errors mentioned previously and kicked out some higher-res renders that show off the underlying mesh topology. These renders only show two subdivisions, whereas the actual mesh has three. Three results in too dense a set of edges to see anything, though, so I backed it off just for these renders.



Ignore the ugliness on the tail — that entire area is actually flat and will get optimized into a much nicer-loooking N-gon once the subsurf is frozen.

I also rendered out a multi-angle turntable to check the way light falls across the mesh and look for any abnormalities. It looked okay to me, though.

Satisfied, I proceeded with an initial UV unwrap, froze the subsurf, spent some time optimizing the mesh (from some absurd > 600k triangle count down to 387k triangles) and then added the very first panel detailing, which added another 7,000 triangles right back in! That’s alright, though. My Ambassador ended up well over three million.