There's a new Lunargyros page from Tuesday, it's here!
Also, I finally saw 'Transformers' on Monday night with cool dudes
sir_snarksalot and
xanmuse. I never watched the TV shows when I was little, so the most I knew of it was a few names here and there. That said, I thought it was terrific fun and everyone should go see it. :D I was glad they kept the dialogue cheesy and appropriate to the characters...none of this GIANT TRANSFORMING ALIEN ROBOTS ARE SRS BZNS junk to muck up a good summer movie. I ♥'d just about everything Bumblebee did (stop torturing him, noooo!) and the transformations were just hella awesome every time they did them. Definitely no skimping on those. My heart goes out to those effects animators.
Speaking of, here's another homework dump, of 3D stuff that is most likely not nearly as cool as Optimus Prime:

For texturing homework, we had to take a pre-made dumpster model and texture it out using Photoshop networks and planar mapping. (Hooray for those photos already being available on the network. :P) This is the normal render of it,

and then we had to light it and put the render into a back plate. I actually did it wrong by compositing it in Photoshop instead of Maya, but whatever, it's close enough.

For poly modeling, I...really don't know what the heck this is. Some kind of happy imp thing. With a really square face. Speaking of faces, I really have to do better on this next assignment. :P

For surface modeling, a hair dryer. I couldn't get the booleans to work for whatever stupid reason. But yay, round tool = easy curves?!

Soooo if someone put the Pendleton Learning Center into a video game, it might look like this. XD; 'S okay so far, but I couldn't figure out how to detach the door piece from the main poly so that I could extrude it separately and give it proper reflection and transparency maps...now it just looks flat and ugly. Not that I'll have the time to fix it before Saturday, but at least this is better than nothing. I kinda like this form of modeling for game environments, since it basically stresses using As Few Polys As Possible. Easy-modeling, yay?!
Finally, everyone who's going to Comic Con: HAVE FUN Y'HEAR?
Drawing: Worked on next LG page; loooots and lots to do tomorrow.
Writing: Nothing spectacular at the moment.
Also, I finally saw 'Transformers' on Monday night with cool dudes
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Speaking of, here's another homework dump, of 3D stuff that is most likely not nearly as cool as Optimus Prime:

For texturing homework, we had to take a pre-made dumpster model and texture it out using Photoshop networks and planar mapping. (Hooray for those photos already being available on the network. :P) This is the normal render of it,

and then we had to light it and put the render into a back plate. I actually did it wrong by compositing it in Photoshop instead of Maya, but whatever, it's close enough.

For poly modeling, I...really don't know what the heck this is. Some kind of happy imp thing. With a really square face. Speaking of faces, I really have to do better on this next assignment. :P

For surface modeling, a hair dryer. I couldn't get the booleans to work for whatever stupid reason. But yay, round tool = easy curves?!

Soooo if someone put the Pendleton Learning Center into a video game, it might look like this. XD; 'S okay so far, but I couldn't figure out how to detach the door piece from the main poly so that I could extrude it separately and give it proper reflection and transparency maps...now it just looks flat and ugly. Not that I'll have the time to fix it before Saturday, but at least this is better than nothing. I kinda like this form of modeling for game environments, since it basically stresses using As Few Polys As Possible. Easy-modeling, yay?!
Finally, everyone who's going to Comic Con: HAVE FUN Y'HEAR?
Drawing: Worked on next LG page; loooots and lots to do tomorrow.
Writing: Nothing spectacular at the moment.
Current Mood:
sleepy

Current Music: Alternating Perspectives of Blue
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