White Rhinoceros
Modeled using XSI and ZBrush.
The hidden world
Arranged using UDK.
ZBrush
ZBrush Sculpts.
Kitchen
Modeled using Maya and mentalray.
Companion cube
Modeled using Maya and mentalray.
Showing posts with label BA6 P1. Show all posts
Showing posts with label BA6 P1. Show all posts
Wednesday, 24 April 2013
Tuesday, 16 April 2013
Final Stages of the Project - Creating a Turntable Base
In the last stages of the project, I created a base out of a sphere for the Rhino to stand on. After scaling down the base to fit the rhino better, I added grass fibre meshes to make the base more realistic.
Friday, 12 April 2013
Refining the Rhino's detail and Polypainting in ZBrush
Working on refining wrinkle details on the head at the moment, utilising layer tools to localise the detail. Using tools such as the Projection Master and creating custom Alpha brushes in Photoshop, to create extra detailing around the eyes.
Wednesday, 3 April 2013
Creating custom Alphas in Photoshop
To make the sculpting process a little easier I have created a custom ZBrush Alpha to help with sculpting in the detail of the rhinoceros' eye. I simply got an up-close high-quality image of a white rhino's eye online and then desaturated the photo, played with the levels of the picture to add more contrast to ensure I got as much detail highlighted as possible. Then to add a smoother border around the picture I added an elipitcal eclipse around the edge and added a Gaussian blur. I then imported the alpha into ZBrush and prepared the stencil.
Tuesday, 26 March 2013
Creating the UV layout in XSI
Finished creating the UV layout and making the UV stamps. Created the layout through making sub-projections for the body parts, using the cylindrical mapping and contour mapping tools. After creating the layouts for all of the rhino's body, I transferred the UV data from the duplicate model over onto my original model.
Other tools I used included:
Separate UVs
Heal UVs
Island heal tool
Relaxing UVs
My next objective is to sculpt some detail into the model.

Other tools I used included:
Separate UVs
Heal UVs
Island heal tool
Relaxing UVs
My next objective is to sculpt some detail into the model.

Friday, 22 March 2013
Creating sub-projections for the UV layout in XSI
Currently working on the rhino model's UV layout after having created clusters for each body part i.e. main body, head, left leg, right leg, ear, horns, tail, etc. Working on creating the UV sub-projections and tweaking UVs in the Texture Editor using tools such as seperate and heal.
Tuesday, 19 March 2013
Modeling the rhino in 3D in XSI
Brief outline of workflow:
- Prepared the rotoscopes
- Used primitives to create the main body of the rhino with add polygon tool
- Added edge loops to refine detail into the body
- Built and connected the front leg
- Refined the shape of the front leg
- Roughed out the back leg shape
- Connected the back leg to the main body
- Refined and cleaned the geometry of the back leg
- Modeled the rhino's foot
- Created the basic head shape
- Modeled the rhino's mouth
- Built in the rhino's eye socket
- Constructed the rest of the rhino's head, refined and cleaned the geometry
- Built the nostrils on the face
- Created the rhino's horns
- Refined the rhino's mouth
- Detailed and refined the eye structure
- Modeled the rhino's ears
- Symmetrised the geometry to create full body rhino
- Subdivided the base mesh
- Built the rhino's toes
- Extracted and repurposed the geometry
- Used deformers to create wrinkles
- Used proportinal modeling tool to refine the shape of the rhino
- Cleaned up the scene, froze transformations, named body-parts, etc
My next objectives include:
- UVs
- Sculpting
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