Gorkanaut
Gorkanaut Mk II from Stuart Dalziel on Vimeo.
After the basic model was completed I imported the model into Zbrush to add some wear and tear. I wanted the majority of the damage to be on the front lower half where most of the opponents attack. The bullet holes and larger gashes were higher as a result of being under fire and from larger opponents. I used brushes created by Michel Vicente for the scratches and Clay Buildup for the bullet holes and edge damage.
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Once the battle damage was finished I started exporting obj files to bake onto the original model in Substance Painter. The problem was when I baked it, it would project the details onto the wrong object. After 4 days of trial and error I found out I needed to import the original model at 4000 resolution to stop the projections. Unfortunately this caused me to use up too much time and I had to rush the texturing resulting in the texturing to be lacking. After importing the textures back into Maya I worked on the lighting. The texture and lighting were shabby but I only had a week left to rig, animate and render so I carried onto the next stage. After quickly rigging and setting the keys I rendered my stationary, walking, shooting and melee attack in the final week. It didn't turn out how I wanted but looked good for the problems that occurred. |
A few months passed and it was now the last 4 weeks of school. I was still unhappy with the results of my Gorkanaut, and felt he could still be enhanced. I started with remodeling, UVing and adding more rivets and a rocket rack. The steel beam was changed into an actual seat with a better control board.
Still Life
Week 1. In our still life project we had to use objects that define who we are. I wanted to show my love of Orks (from Warhammer 40k), how I like to paint my models ,draw and play tabletop games. I really wanted to put my Gorkanaut in but after some trials I realized it would take longer than the 4 weeks we had to finish it. After a lot of concepts, and help from our tutor I decided on the dice box, paint pots and brushes placing my pencil on top of my drawing pad, and the Ork codex as the background.
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The Arival
2nd Team production.
Sean Tan, Matthew Bester and I were inspired to recreate a miniature 3D version of an Illustration by the artist, Shaun Tan (Sean and Shaun are different people), from in the book The Arrival. After some research we decided on the boats and archways as it was interesting and had potential. |
First week I was in charge of texturing and modeling. Matthew chose to do the small objects (anchor points, oven, etc.) I started with the boats making them wedge shaped, with a sharper nose than back, and added cylinders, boxes and spheres for the detail. Following this I worked on the archway and layout of the scene. It needed to be from a high perspective, nearly looking on top of it for the tilt shift Sean was researching. I started matching the models with scene we had chosen and tried to get a fitting angle. After some feedback, and with slight alterations we found a suitable camera angle. We took the leaf trees from Shaun Tan's other work to fill in the unknown. |
Once the modeling and the day/night cycle was done, I worked on the texture. Mathew chose the base colour. This base colour worked, so I expanded on it and added more details. Then it was on to the cones, because there is so many of them to do. I used 4 different textures for the cones, Following which the leaf trees were textured and I tweaked the presence, paneled the bridge and worked on the normal maps. At first it was too rocky and overdone.
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The Crew
I have been creating a crew "Da Blue Coatz" of orks from the Warhammer 40K universe. These are the models in their early stages. The idea it to create a short film teaser of some kind for the game models.
The Shambling Gork
The Shambling Gork is Da Blue Coatz' customized Battlewagon.